The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.
I think adding more complexity early on goes against the philosophy of SE, and may incentivize a style of play early on SE does not agree with. Think about the chaos if they gave everyone an AoE at level 15? It would lead to a toxic overtake by speedrunners and meta slaves.
Well you cant really say that when SE has designed jobs at 80 to be nothing like they are at 50 so they are clearly incentivizing a pretty advanced combat design, issue is jobs feel so slow early on that it has even put off people when they could enjoy the endgame job.
Thankfully FF14 is mostly safe from metaslaves though i wouldnt be surprised with the influx of wow players some sweaty simmers will try to advertise how a specific 8man comb is producing 1.3% more dps and thus the metaslaves will start running around pretending the dps jobs outside that comb are "unviable"
The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.
That's exactly the thing though. You have this problem on an alt character, because presumably you already learned how to play them on your main and once you've played them at 80 going lower is hard. For someone leveling those jobs for the first time it's usually different and the gradual introduction helps them a lot. I think given the decision over whether to cater to a minority of veterans' alt character experience or cater to the majority of fresh players, the latter is better both from a business and game health point of view.
Then you should still try to find "perfection " because that signature ain't it.
I think classes should all have a base kit by level 15-20 or so. Like DPS should have an AoE, Single Target, and burst cooldown. Healers should have an OGCD heal, single target, and multi target heal. Low level tanks feel fine atm.
I agree though not sure on tanks. Granted you get gunbreaker at a higher lvl i cant remember when you get access to demon slice but I do remember not having it in lower dungeons.
DRG, MNK and WHM have to be the most boring jobs below 50
You get it at level 10 https://na.finalfantasyxiv.com/jobguide/gunbreaker
It's required for tanks to have it in their first dungeon so that they can get the attention of multiple enemies. Even years ago tanks had some form of it like Flash for Gladiators.
They used to have more abilities at the beginning of the game, but due to the button bloat at higher levels and simplification of the jobs in general, they stripped it down to a very basic rotation by level 18-20.
Those early levels go so fast it shouldn't be that much of an issue anyway - you can hit level 10 in an hour of levequests and murdering things on the hunt log, and then add in guildhests, then hit the first dungeon by 15.
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