I remember he said he'll give healers more to heal in response to the 1 button gameplay.
Remain skeptical.
I remember he said he'll give healers more to heal in response to the 1 button gameplay.
Remain skeptical.


I just want them to stop the stupid garbage with not showing how big of an AOE something is going to produce and then instantly killing the character. The entire variant dungeon lineup has this going on and Mount Rokkon seemed like it was the worst offender with Shisio. That isn't difficulty. That's playing with a jack in the box that pops out and you hope it doesn't hit you in the face when your done winding it.
Another reality we have to Face is that you can QoL the soul OUT of an MMO. And XIV is very close to that. Like a lot of people know I like Dragoon, and I always say my only issue with it is it's too smooth. XIV is in the same boat, it's too smooth. Bring back having to communicate in game, bring back having to go to certain areas to do raids, bring back actually doing rotations in crafting, make us HAVE to play XIV again.



I still dont understand why we're left in the dark on job kits. It's getting infuriating.
I thought jobs are key selling points? And yet they remain silent on that part for way to long.
He can tell me about difficulty as much as he wants, the new alliance raid were supposed to be challenging again. But hell, they are just a themepark where you're running from chest to chest.




Since the original comment doesn't seem to be about difficulty, it would seem to me that perhaps it is about variety and surprises. Maybe trying to break the rigid, formulaic mold that they have been stuck with so far. Maybe a variable amount of pulls between bosses, maybe a variable amount of bosses themselves, maybe more AoE / single target variations, maybe differently layered trials and raids, always trying to bring new and unexpected enemies?
The comment being about job intricacies and the battle system however, seems to be wishful thinking because we're all on copium though.
PS: obviously on difficulty, bringing up surprises and the unexpected is by definition raising it a bit. I'm taking difficulty as merely referring here to the difficulty of encounters themselves.
The same reason they've always withheld all info until the last minute, be it for balance patches, or for new expansion job trailers. They're extremely averse to criticism, for good and bad reasons. They know they'll take a shitstorm no matter what, because they're very bad at teasing and building constructive development feedback with their community. But the community is also pretty bad at this as well so...I still dont understand why we're left in the dark on job kits. It's getting infuriating.
I thought jobs are key selling points? And yet they remain silent on that part for way to long.
He can tell me about difficulty as much as he wants, the new alliance raid were supposed to be challenging again. But hell, they are just a themepark where you're running from chest to chest.
They also know that the big job trailer reveal is one of the biggest pre expansion release highlights they have and probably their biggest card to play, so they want to keep everything a surprise, which on a marketing level, makes sense to me.
Edit: to be clear, I do feel that they're right in not giving out the layouts of each job for new expansions, but I do feel that they never communicate clearly on their actual general intentions for where the game is headed in various specific points, what they think about specific concepts in balance, or what they have in mind behind roles for example. And when they do, it's something extra vague like the last time they commented on healing for abyssos, skirting around the issue and saying they do understand it's a dilemna but without bringing out clear solutions to discuss, which frustrates the whole community. Even for job reworks, what they have said on why they do it on AST or DRG is akin to having said nothing considering how vague it was. It was the same thing with other jobs as well, like MNK. For some like SMN we weren't even informed because they wanted a big marketing bang in the trailer, and see the mess it is. Take a clear stance on where you stand on things for once please. At least I'll know if I can leave the game or keep playing (but maybe that's what you're afraid of idk).
Last edited by Valence; 03-14-2024 at 05:43 PM.




Mao really likings Sune suggestion to add variety to instances. Mao gives big thumb-claw ups!Since the original comment doesn't seem to be about difficulty, it would seem to me that perhaps it is about variety and surprises. Maybe trying to break the rigid, formulaic mold that they have been stuck with so far. Maybe a variable amount of pulls between bosses, maybe a variable amount of bosses themselves, maybe more AoE / single target variations, maybe differently layered trials and raids, always trying to bring new and unexpected enemies?
The comment being about job intricacies and the battle system however, seems to be wishful thinking because we're all on copium though.
PS: obviously on difficulty, bringing up surprises and the unexpected is by definition raising it a bit. I'm taking difficulty as merely referring here to the difficulty of encounters themselves.
The same reason they've always withheld all info until the last minute, be it for balance patches, or for new expansion job trailers. They're extremely averse to criticism, for good and bad reasons. They know they'll take a shitstorm no matter what, because they're very bad at teasing and building constructive development feedback with their community. But the community is also pretty bad at this as well so...
They also know that the big job trailer reveal is one of the biggest pre expansion release highlights they have and probably their biggest card to play, so they want to keep everything a surprise, which on a marketing level, makes sense to me.
Edit: to be clear, I do feel that they're right in not giving out the layouts of each job for new expansions, but I do feel that they never communicate clearly on their actual general intentions for where the game is headed in various specific points, what they think about specific concepts in balance, or what they have in mind behind roles for example. And when they do, it's something extra vague like the last time they commented on healing for abyssos, skirting around the issue and saying they do understand it's a dilemna but without bringing out clear solutions to discuss, which frustrates the whole community. Even for job reworks, what they have said on why they do it on AST or DRG is akin to having said nothing considering how vague it was. It was the same thing with other jobs as well, like MNK. For some like SMN we weren't even informed because they wanted a big marketing bang in the trailer, and see the mess it is. Take a clear stance on where you stand on things for once please. At least I'll know if I can leave the game or keep playing (but maybe that's what you're afraid of idk).




A thread of mine from 4 years ago when they decided to stop giving out job information until they released the changes.I still dont understand why we're left in the dark on job kits. It's getting infuriating.
I thought jobs are key selling points? And yet they remain silent on that part for way to long.
He can tell me about difficulty as much as he wants, the new alliance raid were supposed to be challenging again. But hell, they are just a themepark where you're running from chest to chest.
Basically, they've been called out on their terrible job design choices in the past and they don't like it.
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]




Wasn’t it specifically stormblood lilys being rightfully clowned on that caused this changeA thread of mine from 4 years ago when they decided to stop giving out job information until they released the changes.
Basically, they've been called out on their terrible job design choices in the past and they don't like it.


Oh and look how it turned out in the end! Fast forward to our current day...
Clearly, avoiding players feedback led them to a better understanding of the game and now we can enjoy better Job Gameplay and Design of the encounters, right? Right?
I will repost that image here (taken from your post too) and point to a 2nd statement.
Apparently, their vision of "fun" nowadays is to make sure that the players encounter absolutely no friction or any inconvenience.![]()
We will just keep blowing Victroy fanfare cue in your face at every corner for you doing absolutely nothing! That will surely make you feel good and excited!
Oh and about 3rd statement. The only thing I got amazed with in Endwalker is how much they managed to degrade the gameplay.
I really want to believe that Yoshi was genuine with his "stress-free XIV" sentence. But so far history of the game tells me that I shouldn't raise any hopes about Dawntrail. I will believe it when I see it, alright.


Well, it would help if we could make fighting a bit less about racing on DPS and a bit more about finding opportunities to hit the boss. They also need more randomization of the attacks, fairly advertise the attacks, and do this through all forms of content. The savage design is just too much of a dinosaur at this point.Another reality we have to Face is that you can QoL the soul OUT of an MMO. And XIV is very close to that. Like a lot of people know I like Dragoon, and I always say my only issue with it is it's too smooth. XIV is in the same boat, it's too smooth. Bring back having to communicate in game, bring back having to go to certain areas to do raids, bring back actually doing rotations in crafting, make us HAVE to play XIV again.
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