
Originally Posted by
Kranel_San
You're not the first one to ask me this question, and it's a good question. The only reason why I'm still subbed is nothing other than socialization. Almost all of my playtime these past months has been about logging in, talking with random players, then logging out and coming back again after several days when I feel like socializing again. Roulettes are a thing but it's when I feel like doing some combat but that's literally all. No raiding, no ultimates, no hunts, etc.
I might have used the incorrect term, but "Maintenance mode" is the best thing my mind came up with to describe the state of XIV. It's structured, and there are no decision-making processes. One of the examples of the structure I'm talking about is the boss fights, with the ever-present mechanics of "Tank buster" "Raidwide Damage" "Stack marker" and "Death-Edges around the arena", and then whichever mechanic they decide to recycle for this fight (Like Zodiark Ex triangle and square signs in Rubicante ex, or Hades arrows in Golbez fight)
The devs have created a recipe for new content, and they're following it strictly without attempting to change it. Just have a look at the job design, job identity has been sacrificed in order to make jobs of the same role homogenous. No longer do jobs feel unique in the same way boss fights don't, as each role has its jobs sharing the same kit one way or another (Tanks having the buster cooldown that can grant healing is an example)
When I said: "The game has entered an unofficial maintenance mode" then what I'm saying is: "There's no longer something refreshing to see or expect."
Even the most recent battle content addition to the game, V&C Dungeons, is following the same formula the procedure has created and established without adding anything new, similar to the case of deep dungeons, in which newer additions are basically a re-skin with different rewards.
I'd like to finish by saying that I hope XIV will get new developers & resources that will bring a fresh perspective to the game, in which it challenges the established formula to provide a different but entertaining experience. Let's have job identity back in which every job is unique and provides something else to contribute to the overall combat system. Boss fights to be memorable where each one has different unique mechanics that might not be found elsewhere, with different arenas that suit the narrative of the story that led up to this fight rather than the magical square or circle arena to appear out of nowhere (Like how it happened in Endsinger & Golbez fights). Deep dungeons are a completely different experience than PotD, and so on.