Welp, fine.
Ok, so Ill say you are definitely bordering on trolling. The "I didnt want to interact but had to respond" shtick is old hat. If you didnt want to interact on the forums, then dont post. But you clearly wanted to post your thoughts and clearly wanted people to respond. Stop trying to be cute.
Same Rotation? this is your issue? That there is an optimal Class rotation at max level and this is boring? Welcome to most MMOs. There is some nuance in teh fights about when and how you use yoru abilities in regards to CDs, but this isnt new to any MMO let alone FF games. There is always going to be a 'general level of play' among games because whether you like it or not, its about numbers in the end, and there is always going to be a number pattern that is more or less optimal in most fights. The nicer things about FFXIV, at least from my perspective, is that the fights are moving to be more mechanically driven. Yes, rotations will remain because that is the nature of hte beast, but fights are more about mastering the mechanics within the fight while maximizing that rotation. This means working with your timings a bit to make sure you dont do something like pop Brotherhood right before the boss phase changes, or other things like that. Is it the most fun combat system Ive ever played in an MMO? No. I really enjoyed Blade and Souls combat system but even then there is a fairly set rotation of skills you will be using. Boss does X, you do Y. Boss A, you do B. There is an 'answer' to boss mechanics and there is optimal skill rotations you use to maximize your damage. So your gripe here is pretty damn superficial. Youre acting like somehow FFXIV is some weird boring outlier where every other MMO has unique skills and fight patterns fro the bosses, when the reality is they all operate the same - Maximize how much numbers you do while anticipating the boss mechanics so you can keep your numbers up. WoW does this. GW2 Does this. Tera Does this. BnS does that, etc. No MMO is free from the numbers game and optimizing your damage rotations and skills. This, btw, is what creates class balance and consistency.
Just what are you stating here? You cant wear one single set of gear in the entirety FFXIV and do the exact same actions for every single boss in FFXIV, much like you dont in any other FF title. Quite literally FF series is a numbers game. Start off, go to hub, get basic gear, go adventure, get to next hub, buy gear with better numbers, etc etc. Youre not beating E8S wearing Gear from Sastasha. Youre gonna go through multiple gear sets as you level till you reach the current tier's BiS. And thats what you use until the next tier becomes available, in which you'll replace your current stuff for gear that has better numbers. This is true of most FF titles. Gear with the better numbers is what you equip. This is also more or less true of most MMO titles, with very few exceptions.
And for actions, or more accurately, a rotation, yeah welcome to MMOs and min maxing numbers. Welcome to RPGs broadly too. You will be given a set number of skills and you will essentially use those skills in response to boss mechanics and will almost invariably using the 'stronger version' of the same skill. Lightning II is better than Lightning I in most RPGs. You will always cast a spell, attack the boss, or cast a support move in response/anticipation to a boss mechanic. This isnt any different in FFXIV than it is from FFVI. Boss does a hard hitting aoe, you pop an aoe heal skill. Boss is weak to something, you abuse that weakness to maximize damage. In earlier FF titles, this mightve been spamming an elemental skill. In FFXIV its maximizing buff windows during those weakness phases. The concept is the same, just application is different.
But for some reason youre behaving like somehow FFXIV is a dumb stupid version while previous FF titles were deep and thoughtful. They weren't. They were all very surface level without that much strat to them. Have the best gear/items, and youre fine. You can brute force 99% of the bosses. Hell if you really were bored and wanted to cheese, just grind incessantly on low level garbage till you are vastly over-leveled for the area and even if your gear is crap, you still can smack down anything you encounter.
You want to know how surface level this got? FFVII is a pretty good example: Once you get to a decent level, have mime materia, and W-Summon Knights of the Round, you can literally W-Summon Knights of the Round, Mime, Mime, and put down your controller for the next 5 minutes and watch Safer Sephiroth die because there is literally nothing he can do to stop you. The full rotation does 750k worth of damage, when he only has 500k. You can literally obliterate the hardest bosses in the game with this 'strat'. And its not like this was some deep hidden strat. Playing the game and being semi thorough would get you the levels, items and materia to accomplish this feet. There was no thinking - it is literally what is the best way to min/max damage. Even in non FF titles like Chrono Trigger, building parties where you literally spam Luminaire with Double Cure from Marle/Frog combo made taking down most bosses pretty straight forward and handle virtually every mechanic the boss chucked your way. All youd do is have Crono do his thing non stop while keeping the others on reserve for that hard hitting super heal. Might not even have been the most ideal damage strat but it was effective and easy, because the strat isnt that deep.
SE games and JRPGs as a whole typically boiled down to this. There wasnt this grand strategy where you had to change things up for every single boss. All that happened was you got to high enough level with the gear with the best numbers and you figure out which strat cheeses the boss the hardest, and after a certain point, the strat was always the same.
The variety in FFXIV is gonna stem from resolving Boss mechanics while optimizing your damage output. Youll have a set kit but how and when you use them will vary a small bit per fight. It may not have the 'elemental weakness' aspect like previous games, but it compensates for this with burst phases, avoiding boss mechanics, resolving tethers, and other factors. It's just a different way to achieve the same thing - whats the best way to cheese the boss.
I dont see why youre making this weird distinction here. Youre suggesting that FFXIV is S.S.D.D. after level 50, but in FFX its "new and unique" to go back to older zones and capture 10 of one kind of monster for rewards (aka grind the same monster till you get the sufficient amount for the reward). Hows this any different from mounts from old content? Or rerunning HoH or PotD for drops? Hows this different than fate grinding for Bicoloured jewels, or pvp grinding? It's not. You are repeating an activity to acquire a reward. Just because youre forced to go back and do it in a low level zone doesnt make it any less than what it is : A grind of a specific mob for a specific item to collect a specific reward. This isnt any different in FFXIV than FFX in that regards.
Yet you seem to think this is just something unique to other FF titles and not to FFXIV.
This is a matter of perspective and opinion. Like always, there are plenty of people who seem to look at past content as being 'better' than current cause it was more unique or harder. It's rose-tinted specs. Alexander was a funner tier!....except people tend to forget that over-tuned mess that broke tons of statics in A3S. Pepsi man was so much fun that tanks, as an example, would forgo vit and defense to maximize dps just so they could barely make that dps check. It wasnt fun for almost anyone involved in the tier. It was an over-tuned mess that made people quit raiding. The truth is some of the design choices in previous content was not great. This doesnt mean everything is better now a days. I have my criticisms about how they handle content and the dumbing down of things. However, I think they do have the right idea moving away from DPS checks to mechanically driven fights. It's no longer having the perfect rotation + gear, but having decent of both and understanding how the fight mechanics work is where its at. It is an improved design direction.
And this applies to a lot of stuff. Some of what was done in ARR was a convoluted mess. And some of what they ended up designing took a long while to refine. Eureka illustrates this pretty well. It was ok, then crap with Pagos (god pagos was awful), then Pyros was cool, and Hydatos was great. It took a few iterations to get something that worked and was interesting. I am hoping that this next part for the relic weapons will start at hydatos level of interest and get better.
The game, overall I think has improved in design and sharpened up. But I also understand it's because I am looking for a particular content set. If youre thing is to have a game with convoluted means of getting items, over-tuned boss fights, and being grindy as hell, then maybe yeah the game has moved in a direction you dont like.
Beyond that, the last issue to take to task is how you are defining 'new content'. New stories and plots is new content. New pvp maps with different strats to win is new content. New boss fights with new mechanics and strategies is new content. Youre arbitrarily over simplifying things when it suits your needs. It's all the same cause ARR had extreme trials, and so did every subsequent xpac, therefore nothing has changed! Its like saying "Well that 1990 camry has 4 wheels and an engine, and this 2020 model has 4 wheels and an engine, so nothing at all has changed!" You are not addressing nuanced differences in design philosophy and how they address content.
You can say there isnt much to your character outside of gear with most RPGs in general. I will admit that there is some room for them to tinker with how substats work and what the benefits of it is, but part of the issue isnt a dev problem - its a player problem. You could build a speed meme Samurai, but it is not the best damage output, and as a result is tended to be looked as a troll build - even if its funner to play and still more than functional in content. I do think that branching ability trees so you can customize a bit more would be ideal, but that is a balancing can of worms. To bring up a classic, Ragnarok Online was fun cause you could make a variety of builds for Knight (as an example). Spear Knight, Agi Knight, Vit Knight, BBash spam, etc. You could tailor your character a lot more than most MMOs. The trouble? There was still an optimal DPS build and every single one of those builds required an exorbitant amount of resources to function. Youre screwed as an AGI knight without a whisper muffler cause you were to squishy. Vit knights needed Raydric Cards. Etc etc. A high level of customization comes with a high level of gear and time cost. Even then, there are still 'BiS' stat builds, where you couldnt just stack whatever stat you wanted and be functional. There would be a few set ones that were optimal and thats it. Most RPGs have gone the way of simplifying that system overall partially for ease and partially because the illusion of choice was just that, an illusion. Youd build the same stat build more or less per class because that was what was optimal.
In FFXIV, theyre way of dealing with player play style customization is multi-classing: Being able to swap to different classes with different styles of play. Every class is its own playstyle, so the variety comes from which classes you play, not specifically within a class. It may not be ideal, but it isnt as simple as youre stating.
As for cutting out BS, seeing the same cutscene time and time again to do the mundane gets exhausting after a while. How would you feel if every time you teleported and landed from an Aetheryte there was a 5 or so second animation you had to view. Every time. Every time you entered a building, youd have to watch yourself open the door, walk in, and have ti close behind you. You want to mount up, theres a whole cutscene or two of you getting on your mount. And you do this for everything. Trust me, its cool the first few times, novel even, but after a while youll end up thinking "God just hurry up." Theres a lot of 'filler' that is really pointless. Fun the first time, but after the 20th, it's wearisome.
Every MMO has a 'formula'. Release x amount of dungeons, x amount of pvp maps, x amount of raids. How they dress it up is gonna differ, but it's the same formula. WoW has a formula. They made add new small side zones to try stuff, but the overall structure is the same. This is no different than FFXIV in this regard, or any MMO. If youre expecting every single xpac to be a wholly unique experience that is completely different from the previous, youre going to end up disappointed in MMOs in general. Once they got a method, they reproduce the method. It can get stale, sure, but this isnt unique to FFXIV. This is an industry standard because it makes the most sense to operate this way. If you make baked pies, you dont create a new version of apple pie every single time you bake. You find a recipe that sells and reproduce it. Sometimes you garnish it and change it up a bit, but you dont go from making apple pies to selling automotive parts. Theyre completely unrelated and are not what your customers are expecting when they come to the bakery known for its delicious apple pies.
They have been, but youve been insistent that theyve just been dumbing every small thing down and over generalizing. Beyond that, some of the issues you run into are literal 'content caps'. Theres only so much content they can create with any given thing. If you buy out all the MGP stuff at gold saucer, what else do you expect them to do? Youve consumed all that content, which is inevitable if youre ravenous enough.
Beyond that, no, crafted Gear is literally not going to be replace BiS gear out the gate from the previous tier unless it is specifically HQ gear. As a direct example,the normal quality ilvl 480 crafted Neo-Ishgardian Top of Fending has less armor, str, and vit than ilvl 470 Edencall top of Fending. Now if its HQ, good times, you got a better set....you also likely spent a few mil for it when some of that will be straight up replaced in the current tier but better gear. In fact, the standard Edencall 480 that you get from tokens is superior broadly unless you do over-meld simply because the sub-stats are better on the standard Edencall, and you can get that week one with some grinding. All crafting does, if you got the money and effort for it, is provide another avenue for gearing, so youre not locked into either having finished best of previous tier to be able to catch up, and that really is depending how how far/fast you want to prog the new tier. If youre taking it easy or normal, having BiS of the previous tier is more than enough to complete the current tier mechanics.
So no, it's not all pointless, unless your argument here is "New tier comes out with better gear, therefore all the effort I did before was for nothing." In which case, welcome to all RPGs and games with stat progress systems. But Ill say this again, you seem to make weird distinctions between FFXIV and other MMOs. Where somehow what other MMOs do is 'unique' while FFXIV is just terrible in this regards.
What you define as meaningful is pretty damn subjective. You know what I found meaningful? Completing Alphascape Tier. All that ilvl 400 gear? Useless in current content. Nothing more than glamour. And not even unique since people can brute force it now with a moderate skill. But beating it was meaningful to me when it was still current and relevant. It was an accomplishment. You seem to suggest, whether that is your intent or not, that the only time something is worthwhile or meaning if you get an object of 'lasting value'. Short of Ultimates where it is incredibly hard to get those glamour weapons, you will never get anything that will always be meaningful in the way of being useable. There will always be things that end up replacing it. What is meaningful is the experience you get out of it.
If youre concept of having lasting meaning is things that dont get swapped out, well youre gonna be disappointed in RPGs in general. What should be meaningful is was something fun and challenging to experience. And in that regards, yeah I think FFXIV does fine. It is not perfect and god there are plenty of things I would love them to do and try, but I think youre unfairly oversimplifying the game to adhere to a personal outlook that is incredibly subjective.
Ill blow through your final points real quick:
I could give countless examples.
This doesn't make sense? Most Extremes with weapons come out AFTER the savage tier release. As a point, SoS is 495 weapons, while current Eden weaps are 505. Only way you can trade up is if youre going from the next tier Primal fights for your previous tier Savage, but this would also mean that the next tier of eden would be live, so said savage weapons would not be highest in slot as it were. Also, youre creating a system for people to skip current content, so...that makes sense for improving the game?
See Above. Same idea.
You mean purchase buffs with MGP?
Sure why not.
This content then becomes a must for optimization purposes. It's also wierd you suggest this since you said earlier materia stat differences are minor.
Umm no. This again is incentivizing people to skip content. Ultimate completion is literally a 'weapon' measuring contest. The reward is the title and weapon prestige for going through that slog fest. It's not meant to be a path for easier gearing. It's not meant to be a normal progression. It is literally check out the 'size of my ability.', bragging rights and all. And thats plenty fine if thats what people want to do. More power to everyone in finding something that is meaningful to them in game.
This is power scaling issues that cause troubles, and btw this then becomes mandatory content if you 'want to compete' in game. Werent around to get that achievement that gives you a hefty advantage? Tough. Sucks for you. Furthermore how you gonna use that ring? Does the buff only stay when its equipped, or do you just stick it on when you want to abuse the buff and take it off afterwards? Things like that wont totally mess with the MB economy as it is too.
This is probably something that should be done in the novice hall for roles, and something that has been advocated for in some fashion or another. But this requires raising the 'skill floor'. That's not a dev problem, thats a player problem, as there are a lot of players who cant be bothered to even learn basics.
Ive addressed this issue. Why are you posting from an alt? What is there to gain by doing this, when the very least is people either see you as a potential troll who doesnt want to discuss points, or some sprout talkin' out that backside. You want to be serious, then post a serious character, instead of hiding behind alts for some god forsaken reason.