I'm sure he would love to know that :3
I'm sure he would love to know that :3
Last mmo I left was because devs catered so heavily to the end game elitists; it seems ffxiv is following the same dreaded road to stagnation just to appease the "world first!" nonsense.They don't get old for me with things like the elements and actions. What makes exploratory zones interesting is that you aren't just your regular Job as you progress. The exploratory zones feel like a spinoff of how the game would feel if devs didn't move hand over fist to appease raiders like Xenosys whose primary objective is ensuring every single class is viable for progs, even though the devs will never stop adding classes (making it more and more ridiculous) and certain classes are already way more viable for early prog than others by an exponentially larger margin.
He's already complaining about Pictomancer (not Viper) even though he doesn't play caster roles at all because it won't be picked over SMN or BLM unless it has res or extremely high DPS (aka just make it like SMN or BLM to fix it). This is why I always complain about this type of player, even though he's not totally representative of them.
Guess you don't know what you have until you lose it.
Like yeah the dungeon formula might be stale, but let's not act like that mattered all that much when players would streamline everything.
Obviously that just means SE needs to acknowledge that and create around it, but it doesn't change the fact that ARR dungeons with different paths and extra rooms were all streamlined.


Well yeah that's why Job design can't be fun or interesting, because the top end will complain that some jobs aren't meta, It's partly why raid buffs were all changed to be 120, as having varied raid buffs is harder to balance, not all party comps would work well together ect. Really It wouldn't matter if one job didn't perform as well as the others if it could still clear all the content, Theirs a reason to buff the value of that Job, but to a certain point if you balance every job to do the same thing and have the same numbers what's even the point of having a different job.
FF14 is in this weird state of fully catering to casual players and hardcore, but anyone in the middle feels sort of out of place, theirs not a lot to do if you don't want to just do endgame raiding but you want slightly harder content, Anyone who wants to be a bit more invested but not to the point of "hardcore" feels somewhat left out.
What ff14 is missing is spice, no one who's played for a while is really going to be that excited about new jobs or future changes to jobs because the changes have always been to make a job easier to play and to play like something else, as it's always going to be "safer" to balance jobs around if they all perform in very similar levels, A lot of people want their job choice to stand out, obviously no one wants to play a outright bad job but, I think what's most important to a lot of people is variance and feeling like your job brings something to the table.
Personally I just want Tanks & Healers to get fully overhauled, as the state they've been in for a while now especially endwalker hasn't been fun, I loved how unique PLD felt in SHB, it had a rotation unlike other tanks and was very good at support off tanking, while I don't mind the direction PLD was took in 6.0, being a better general tank choice with sustain, in 6.3 it was made into the same as other tanks DPS wise too, So to me PLD went from this interesting tank to a tank that feels like the rest, Obviously tanking has been shifting direction from aggromanagement to more support/DPS but the issue is that those DPS rotations aren't even fun, Healer design in general has been always struggling, they're built to DPS all the time but stuffed with useless healing tools, infact removing the healers ogcd heals would make the job more interesting to me, because at least then theirs risk vs reward.
DPS are starting to feel what tanks/healers, with the raid buff changes, New DPS have generally been very easy to understand ect.


You are only allowed to slot two extra actions in Eureka and Bozja, and if you're doing BA then there are actions that you will be told to slot bringing us back to the illusion of choice these situations create. As for the elements, it is literally a wheel you set, it changes nothing about how combat plays out. It would be different if you had to use different spells or skills depending on the enemy you were facing but that is not the case. Combat in Eureka has you hammering out the same rotation as you would in Savage or Ultimate.They don't get old for me with things like the elements and actions. What makes exploratory zones interesting is that you aren't just your regular Job as you progress. The exploratory zones feel like a spinoff of how the game would feel if devs didn't move hand over fist to appease raiders like Xenosys whose primary objective is ensuring every single class is viable for progs, even though the devs will never stop adding classes (making it more and more ridiculous) and certain classes are already way more viable for early prog than others by an exponentially larger margin.
He's already complaining about Pictomancer (not Viper) even though he doesn't play caster roles at all because it won't be picked over SMN or BLM unless it has res or extremely high DPS (aka just make it like SMN or BLM to fix it). This is why I always complain about this type of player, even though he's not totally representative of them.
Yeah but if those two things are skills you normally can't do with your class (res, heal, protect) etc then it's gameplay variety. Alternatively you can use them to exaggerate what your role does at the cost of healing or mitigation. Depending on your class and party composition those things can make a difference-- certainly more a difference than one can make in general open world content. The wheel in Eureka isn't just set and done at all if you're moving around fighting mobs or hunting bosses, you have to pay at least some attention to it even if you just end up macro'ing it. As far as BA yes-- that's something that has also been spoiled by meta slaves, unfortunate.You are only allowed to slot two extra actions in Eureka and Bozja, and if you're doing BA then there are actions that you will be told to slot bringing us back to the illusion of choice these situations create. As for the elements, it is literally a wheel you set, it changes nothing about how combat plays out. It would be different if you had to use different spells or skills depending on the enemy you were facing but that is not the case. Combat in Eureka has you hammering out the same rotation as you would in Savage or Ultimate.
Sadly, even these bare bones mechanics are at least something when you compare it to the open world counterpart experience that is completely brain dead in comparison in every possible way.
Last edited by Turtledeluxe; 01-18-2024 at 06:41 AM.


Yes, you set the wheel depending on which mob you are fighting, but it is not something you will mess around with mid combat nor is it something that changes anything about the way combat plays out, it is still the same rotation that you will use regardless of the content you are engaging with.Yeah but if those two things are skills you normally can't do with your class (res, heal, protect) etc then it's gameplay variety. Alternatively you can use them to exaggerate what your role does at the cost of healing or mitigation. Depending on your class and party composition those things can make a difference-- certainly more a difference than one can make in general open world content. The wheel in Eureka isn't just set and done at all if you're moving around fighting mobs or hunting bosses, you have to pay at least some attention to it even if you just end up macro'ing it. As far as BA yes-- that's something that has also been spoiled by meta slaves, unfortunate.
Sadly, even these bare bones mechanics are at least something when you compare it to the open world counterpart experience that is completely brain dead in comparison in every possible way.

The secret to keeping an expansion fresh is to release:
13 dungeons. Trash Trash Boss, Trash Trash Boss, Trash Trash Final Boss.
3 4 Part Raid Series.
3 24 man dungeons with loot restricted outdated gear at launch with no way to upgrade them.
3 Beast Tribe Chains.
Shuffle some content we've had before around and rebrand it.
Best of all let's butcher the jobs people like playing because the average player can't press buttons. It's a rework wink wink.
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