One shot mechanics (without vuln debuffs) are bad design, change my mind.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
The whole of the early and mid game experience needs adjusting.
Not only we STILL wanting a better more complete skill set for early game. Damage and HP pools need a bit of a touch up. New players won't suffer, in fact, increased difficulty in general for early game might even motivate more early gearing, more rewarding experience and a better and lasting impression instead of this "get to the good stuff" mentality that has been dominating.
If anything, i wish the next expansion was a complete overhaul of ARR and game balance in general.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
I have to say I agree. I still find a lot of enjoyment in the game but I find the overall "boringness" that creeps into jobs, dungeons, old encounters concerning. I barely do my roulettes unless I can chat with FC mates over Discord, that's how bored I am by them. Kinda sad.This is part of why I quit playing.
"Something something repeated old content who cares something"
If this is your response then there is something seriously fundamentally wrong with the roulette system. And if you care so little for the supposedly central pve content of the game (party duties) that only the very last few matter... Why even play?
Why even have 7+ different dungeons per expansion if their design is fundamentally the same since 2015?
Why have trash pulls if they're meant to be weak punching bags to make you spam aoes?
Why have 100 jobs if their structure gets exponentially more homogenized each expansion?
Why pretend you're adding new monsters when 99% of them are direct recycled models with a different texture and down to the exact same animations?
Why boast about a long list of new tracks when half of them overuse the same 1 or 2 leitmotifs almost in their entirety?
Why say the game is a real Final Fantasy like all the rest when you refuse to commit to that design fully?
Why say the game is a MMORPG like any other when you refuse to commit to that design fully?
I was almost sure I'd end up quitting after Endwalker, but the way the stat squish affected the older content was the straw that broke the camel's back for me. You're telling me it isn't bad enough that the non high-end content since Shadowbringers is a tedious passive chore of a shallow experience, you're also going to destroy the little fun I had in older content designed back when you still cared about dungeon design?
No thanks Creative Business Division 3. I've had enough of your visions for XIV.![]()
Wait. It wasn't always like this?
Huh.
I dunno, the Ivalice raids are bigger clown shows these days than on launch. Same for Nier raids.
PvE in this game is so-so. I believe that a lot of people came here (FFXIV) with dreams of glory and conquer in PvE, but just found their love in side content (like me Eureka, Deep Dungeon and glamour farm) after finding out that PvE tends to be really bland.
I know that people don’t like to hear it, but WoW’s PvE design and balance is still far superior to FFXIV. I can jump into deadmines on Classic WoW as a 15-year veteran and still have an exciting run that puts a smile on my face every so often. Compare this to FFXIV dungeons, what is that even? An interactive movie? As tank in sastasha I’m spamming 1 skill for 15 minutes, while the healer and dps does the same, how is that game design? Going back to WoW deadmines which is kind of the sastasha, the tank needs to know what he’s doing and use all of his kit, the healer needs to know mana management and the DPS needs to know positioning, CC and interrupts.
FFXIV is superior in side content, RP and general “idling” your free time away in a game, but WoW has the upper hand in the pure design reduced to its cogwheels.
Last edited by Kandraxx; 01-23-2022 at 12:53 AM.
I wasn't here for when things were more fair, but going through the game and seeing some people I have invited to play the game just crush bosses mercilessly by just doing their rotations really is depressing. Even as early as garuda, in the level 45 set you get from your job, and aurum vale chest plate you go in to fight what seems to be the most powerful primal in the story save for the big man himself Ultima, and you can literally duo garuda with your two party members who are in level 15 gear for some reason and it dies in one shot. This is just not fun. It has been that way since I started. Get excited for new boss, finally get into the fight, and it dies right away. The only one that was slightly challenging was Shinryu and Susano, but it was mostly because alot of the team was oopsying into mechanics or booking it with the stack markers. Now if you have a team full of 'little timmy licking windows' sure you can finally have a challenge, but if you have a team where everyone is at least pushing their buttons even if it isn't efficent it dies so fast you wonder why you didn't just go in undersized. I am by no means great at this game, but I went in ilevel synced to e2n with just me as paladin and partner on scholar, and we cleared. Sure it took a while, but I know if I go in there with a full party like I did with e1n it will be a roffle stomp. Why is this even a thing unless something has enrage you can clear many things with just a tank and healer. It adds some fun to be able to do this, but the fact you can do this is just strange.
There is also the groups in current content on fflogs where you see most underpreforming in the single digit percentile and one person at the 55 mark and you can still brute force clear it. I really do not think this should be a thing. Savage is suppose to be super team oriented and take time, and be challenging. Not that I am saying it isn't already, but why can people ram their head against a wall and still manage to clear. It is just strange, I don't know. I haven't gotten there myself yet, but I even still do not think a group should be able to clear ARR extremes by just bashing their head against the wall learning nothing because the echo carries the weight of a thousand 'timmys'
Edit: I am glad there is an option to undersize, disable echo, and ilevel sync to see how content could be good or at least challenging. Also hard does not mean one shot mechanics either. It is sad you can clear it, but at the same time happy there is the option to really test yourself. A thing that may fix many of these things is to increase the health of the bosses so you can at least see all of the phases/all of the mechanics.
Last edited by Faafetai; 01-23-2022 at 01:01 AM.
I'd like them to possibly drop the item level scaling a little bit in old content, but also rearrange the skills so we get a more filled out kit earlier on.
Having done dungeon/raids before and after 6.0, such as Tam Tara Hard and Breath of the Creator normal, I can say nothing has fundamentally changed whatsoever, besides certain mechanics in certain instances no longer being one-shotters (while many of them still being so, even in 50 instances like Tam Tara hard). Managed to wipe on the first and last boss of Tam Tara Hard because we messed up the mechanics of both. Healed Breath of the Creator and his health pool was no different than before, perhaps higher, took a few minutes to take him down, and the damage being put out across the whole raid made it quite difficult for me even with another healer to keep everyone up.
You realize potencies have been NERFED for a lot of jobs' abilities, right? Unless we get look at the raw numbers before and after 6.0 for content, than it's hard to say anything's changed. But you're suggesting they've been upping potencies across the board each expansion which is just not even remotely true. I'm sure some things are different now, some content marginally easier, others marginally harder, but it's definitely not easier accross the board, let alone with each subsequent expansion. Except when they go back and deliberately nerf fights like Thordan. Part of the problem as another user mentioned is content not being designed for how jobs play now. Like how threat worked in ARR and how it works now. I don't really know what they could do about that though.
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