People are using the forums for the reason they exist and now people who don't usually come to the forums are telling them how to use them lmao.


People are using the forums for the reason they exist and now people who don't usually come to the forums are telling them how to use them lmao.




It's not that hard to come up with a system to accommodate everyone.I think this is why we need casual content to be designed in a way that makes healers necessary but not too difficult (e.g. by frequent low-level damage that, if untreated, adds up and exceeds the non-healers self-heals/mit, but can easily be patched up. As a result it woud require you to use more healing instead of your sinlge button damage spell) and perhaps add some casual-specific safety nets into normal mode content (I keep on harping on variant-dungeon style resses but there can be other things too of course) instead of trying to engineer the safety into the kit itself by making it as easy as possible.
Alternatively if that is not possible I still think a better DPS rotation can be a good compromise. Like this the difficulty could stay as is and healers that are still learning/struggling could clear it as they do now, but seasoned healers would at least get more to do than spamming 1.
Imo the game also doesn't do a good job at communication due to its lack of proper tutorials.
If you have a complex kit then it should still be possible to run casual content in a way that doesn't require you to use it optimally at all to clear it.
If this was communicated properly in the game or if it was "common knowledge" in the community (bc I think for many who don't engage in FF14 social media it might not be) then complex kit designs might feel less overwhelming and anxiety-inducing to casual players. They could be assured that they don't need to use of all of it.
Solo players have trusts. Party people have (harder) group content. If you have a single player duty you can select between very easy UP TO very hard so you have options. There. It's not perfect but it's a start.
This problem has been solved decades ago. Difficulty settings.
And they’re still gonna act superior with their poor display of ignorance. Like that number guy few pages earlier.
I mean me, of course. What a poor choice of names.


I mean every excuse everyone makes is dumb.
"If your casual/midcore your opinion doesn't matter only savage/ultimate raiders opinions matter."
Only like 10% of the entire games playerbase enters savage and less clears it. It's really not good to focus only on them. Less than 5% play ultimate let alone clear it.
"I like current healer."
Ok well good for you other people don't and are voicing it, you can have your own opinion.
"JP disagrees."
JP isn't the only people who play this game, compromises can be made for the west and JP.
"The game is balanced around ultimate and savage."
Reclears without one healer is common in savage and TOP was cleared without a healer. You can say they were really good players but older ultimate raids haven't been cleared healerless but a new one was when it was current content. This is not balance and anyway balancing around something few people play is dumb.
"The strike won't do anything."
It already has, it's been covered by journalists and CCs, I doubt square enix isn't aware of this thread considering how viral it is. That alone may make them rethink potencies and nerf non-dps heals and self sustain.
Either way the strike is mostly for healer mains to say they quit the role to play other roles and letting the Devs know why. Even if no changes happen in the game that change will remain.
The problem is certain content like trials, raids, etc still force these differing groups of people together which is going to create friction when you start dealing with situations where individual performance matters.It's not that hard to come up with a system to accommodate everyone.
Solo players have trusts. Party people have (harder) group content. If you have a single player duty you can select between very easy UP TO very hard so you have options. There. It's not perfect but it's a start.
This problem has been solved decades ago. Difficulty settings.
IE, the Bozja raids are seemingly way above the level of stuff a lot of people are comfortable with judging from the number of times I've ended up with 60-70% of the raid on the floor and it eventually getting to a point where the competent healers just give up on rezzing people because their MP pools can't support it.
The game does not do enough to train people to handle the stuff they can't easy mode and trivial healing checks are just the tip of the iceberg.
I mean I don’t have the time and energy but it would be fascinating to see how many unique users here who are in support of the strike and taking that data and percentile generating it against a rough active player count. Granted wouldn’t be a complete picture cause that’s without the Japanese playerbase or Twitter or Reddit but then it’s hard to corroborate that. Would be a fun exercise that’s for sure



IMO you gave your own answer with healers not bothering to rezz them anymore.The problem is certain content like trials, raids, etc still force these differing groups of people together which is going to create friction when you start dealing with situations where individual performance matters.
IE, the Bozja raids are seemingly way above the level of stuff a lot of people are comfortable with judging from the number of times I've ended up with 60-70% of the raid on the floor and it eventually getting to a point where the competent healers just give up on rezzing people because their MP pools can't support it.
The game does not do enough to train people to handle the stuff they can't easy mode and trivial healing checks are just the tip of the iceberg.
The ultra casuals can and should fail at Midcore content. This is a video game first and foremost.
If Solo trials with very easy mode and trusts is allowed to be so easy for everyone to clear it no matter what then it should also be ok for them to be filtered in real multiplayer content.
It’s ok to have a wall in an mmo, it’s ok to have a moderate level of friction between players.
It should actually go for difficulty
Very easy solo content > Trusts > dungeons > 24 raids and so on.
Slightly off-topic but, I think "Touch Grass" should not have been on the bingo card since many of you aren't capable of doing so in-game either, by being terminally online in Limsa Lominsa.
[This is not meant to be taken seriously at all.]
Last edited by TBerry; 06-21-2024 at 08:40 PM.
I think this was EW content design problem in particular.The problem is certain content like trials, raids, etc still force these differing groups of people together which is going to create friction when you start dealing with situations where individual performance matters.
IE, the Bozja raids are seemingly way above the level of stuff a lot of people are comfortable with judging from the number of times I've ended up with 60-70% of the raid on the floor and it eventually getting to a point where the competent healers just give up on rezzing people because their MP pools can't support it.
The game does not do enough to train people to handle the stuff they can't easy mode and trivial healing checks are just the tip of the iceberg.
As many have said before, there's no "midcore" (or however you want to call it) content in EW. There's no large zone where players of different skill levels can gather and do something together. Bozja was great in that regard, some skirmishes, but especially CE used mechanics from the previous fights but made quite a few additions to them, so they are fresh and fun to do and do offer a higher difficulty. All 3 large scale raids i.e. CLL, DRN and Dalriada were very fun on content.
Usually Alliance Raids are harder than regular Dungeons and Trials content (YoshiP himself mentioned that they design Alliance Raid with harder and less noticeable mechanics so even if more casual players make mistakes, better players can still carry them), but the devs overcorrected after Nier complaints way too hard. Bosses have no health and spend way too much time tutorializing before they start mixing mechanics in a half-interesting way, by which point they are dead. Bosses spend way too much time telegraphing one attack. Thaleia is very guilty of this.
EW Extremes were somewhat on a weaker side with the exception of Barbs or Golby.
Sometimes rumors are just... rumors.

It would be pointless, you don't even know what proportion of in-game players know that the forum exists, even without saying they use it. It's easy to see the futility of this exercise, seeing the number of accounts created in June 2024, with 1 post, of people who come here because their beloved CCs told them about the forum's existence because of the strike.I mean I don’t have the time and energy but it would be fascinating to see how many unique users here who are in support of the strike and taking that data and percentile generating it against a rough active player count. Granted wouldn’t be a complete picture cause that’s without the Japanese playerbase or Twitter or Reddit but then it’s hard to corroborate that. Would be a fun exercise that’s for sure
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