Normal content is tuned for the average player. The average player in 14 isn't great. The Exs/Savages/Ultimates are pretty lit though.
Normal content is tuned for the average player. The average player in 14 isn't great. The Exs/Savages/Ultimates are pretty lit though.
if with "true raiding" you mean reactive rng based fights then no, the netcode is garbage so only people with less than 50ms could reliably do fight like that
I fully respect how the developers have maintained their design patterns for endgame but all things considered do people really disagree that some form of innovation could do some good? For example, i don't see many fcs rally up to do content as an entire group minus the smaller man fights here and there. Would love to see a whole fcs running content in an open world setting together kinda like it was back in the day. All theses beautiful zones are nearly empty after everyone clears msq sadly.
The one major problem I had with the MSQ is how the content isn't getting progressively more challenging based on the level-range so far, while Endwalker had its moments compared to the past that had surprisingly good difficulty balance, but it seems like it was still making the same mistakes in certain content.
you would think once your high level that monsters will stop being pushovers....and again they're pushovers....(ONCE AGAIN Overworld monsters are pathetic and their mechanics are slow and non-challenging). This issue has been ignored for way way too long, and too many expansions.
I feel like I'm still trapped back in Gridania tutorial level of challenge when I first started so long ago.
I swear if they do this for 90-100 content one day...UGH, but they will probably do it again and be stuck in their ways because familiarity above all else.
Last edited by Kaliesto; 12-18-2021 at 06:24 PM.
One issue with the game being so wildly popular now is i think we may see what ive been fearing was for the longest. "If it aint broke dont fix it" mentalityThe one major problem I had with the MSQ is how the content isn't getting progressively more challenging based on the level-range so far, while Endwalker had its moments compared to the past that had surprisingly good difficulty balance, but it seems like it was still making the same mistakes in certain content.
you would think once your high level that monsters will stop being pushovers....and again they're pushovers....(ONCE AGAIN Overworld monsters are pathetic and their mechanics are slow and non-challenging). This issue has been ignored for way way too long, and too many expansions.
I feel like I'm still trapped back in Gridania tutorial level of challenge when I first started so long ago.
I swear if they do this for 90-100 content one day...UGH, but they will probably do it again and be stuck in their ways because familiarity above all else.
Is the OPs definition of a raid based on having trash pulls or based on team size or what?
Because other than the lack of trash pulls how is a raid here different than something like WoW?
Personally I’ve successfully raided through heroic raiding in WoW with much less struggle than my attempts at savage here. If we were to judge it by difficulty FFXIV savage is somewhere between WoW’s heroic and mythic whereas FFXIV’s normal is somewhere between WoW’s LFR and normal.
FFXIV’s alliance raids are much less easy to qualify. ARR and Heavensward alliance were super easy, like WoW LFR. But Stormblood and shadowbringers alliance were just slightly easier than WoW’s normal.
As far as fight design - FFXIV raids tend to be scripted dances. Like WoW used in Naxx, and has used on roughly 1/3rd of all bosses since.
WoW only has 2 other fights:
1. Tank and spank with just DPS it down.
2. Taunt swap debuff model. Tanks get x stacks of a debuff then swap aggro.
All of WoW’s other raid bosses are just like FFXIV: a scripted dance.
And every fight in WoW, just like in FFXIV, takes place in a controlled sized map.
So… what are we missing here?
You queue into a square or circle. Very bland. I would like to see an actual raid dungeon.Is the OPs definition of a raid based on having trash pulls or based on team size or what?
Because other than the lack of trash pulls how is a raid here different than something like WoW?
Personally I’ve successfully raided through heroic raiding in WoW with much less struggle than my attempts at savage here. If we were to judge it by difficulty FFXIV savage is somewhere between WoW’s heroic and mythic whereas FFXIV’s normal is somewhere between WoW’s LFR and normal.
FFXIV’s alliance raids are much less easy to qualify. ARR and Heavensward alliance were super easy, like WoW LFR. But Stormblood and shadowbringers alliance were just slightly easier than WoW’s normal.
As far as fight design - FFXIV raids tend to be scripted dances. Like WoW used in Naxx, and has used on roughly 1/3rd of all bosses since.
WoW only has 2 other fights:
1. Tank and spank with just DPS it down.
2. Taunt swap debuff model. Tanks get x stacks of a debuff then swap aggro.
All of WoW’s other raid bosses are just like FFXIV: a scripted dance.
And every fight in WoW, just like in FFXIV, takes place in a controlled sized map.
So… what are we missing here?
I played WoW from vanilla to wrath and unless the game dramatically altered how it did raids, the actual fights weren't all that different from how XIV does them. The only thing XIV doesn't really do anymore is make you walk in trash filled hallways between boss encounters anymore because no one liked that.
I loved the story, and i guess ill be resubbing from time to time for the story and stuff.First things first, there’s enough stuff to keep me interested regardless and it’s not like there would be any other MMO atm that’d be worth to throw your money on.
But I was kind of disappointed when I found out that the 24-man raids are basically only random-matching theme park rides where you zerg down bosses totally uncoordinated for the most part. Because I was under the impression that those are along the lines of WoW.
So the “raid” content in FF is 8-player trials in a circle arena, where you menu-teleport to. And it’s basically only dozens and dozens of Heigans (it’s a movement heavy raid boss from WoW). For the most part all bosses are about movement and movement only while hammering down your dps rotation, there are no gimmick fights (mostly due to everything just being a tiny and empty circle or square arena), no real mechanics, no adds to manage, no interrupts needed, no buff/debuff mechanics, no special assignments for players and even in the few cases where there’s an attempt at creating those it’s a super watered down version from what your used to as WoW player.
For the most part “raids” here seem to be: stand here run there, circle aoe, donut aoe, cross aoe, oh this goes off in this direction, run over there, look at the symbol/color/whatever it tells you where to run. I mean to be fair, you have to keep this game playable on PlayStations because Japan is the domestic market and most Japanese players are likely on console but, it’d be cool if there would be real raids and bosses at some point.
But this game's end game content kinda lacking ...
First there is no PVP or its a joke... and second, the raids for the most part are a memory test instead of a mechanics test... Its all about earning where to be at the exact time of X or Y mechanic.
I wouldnt say it sucks, but it is not for me...
I guess ill resub on wow and pvp on alts. Although to be honest, i am tired of the MMO genre...
My next big bet is on Lost Ark ....
Last edited by Swimcito; 12-18-2021 at 11:31 PM.
The trouble is, 14 doesn’t have repeatable hard content - well it does, its Savage, but you can only clear once a week (and get the opportunity to roll for loot and get books) and once you cleared your weekly, there’s no incentive to do it again, unless you want to log run (which you probably want to be in a static for). So for the rest of the week, what other battle content do you do that is challenging? What do you even use the gear for, since ultimates are a rare beast.
You have extreme for a weapon, but this isn’t really needed for Savage (crafted weapon is good enough) so the only reason to spam this is for a mount, but you don’t get any additional power.
You can do ultimate, but the hardest thing is finding 7 other competent players of a similar skillset who can coordinate and can put in the time for it, but the only reward is glamour weapons, plus there are very few of them.
An m+ style, increasing difficulty level dungeons where you can get better gear would be great, but don’t think it will ever happen sadly.
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