They are at least capable of that because this is the sort of thing we had with Logos/Lost Actions, just they are restricted to a specific area. All they would have to do is bring those sorts of effects beyond those areas.Imagine that. An actual Roguelite Mode DD, where every floor your clear gives you a chance to buy a ridiculous buff as you described, that utterly changes your playstyle. Things like "spells do not cost mana, but cast time is increased by X%" or "Damage done is reduced by X%, but you gain a life leech effect".
They can’t even seem to understand why people liked those systems either considering they dumped the incredibly in depth list action system to give us variant actions which is just insulting
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Honestly I feel this is a large part of the problem.
The dev team doesn't understand why players like something OR dislike something.
For example: the relic grinds of old.
On a surface level you could see people hating to do, again for example, the books for a relic.
However, that's only taking the feedback at face value.
Perhaps its less about the GRIND and more about the KIND OF GRIND that is being required.
This can be seen as the same for field operations, maybe players disliked certain aspects of it but not aspects of something in the open world to do with players and work towards as a whole.
They really need leads that can discern feedback and understand what certain players like or dislike about something and be able to act on it and be able to act far more quickly than "well maybe its something we can get to in 2 years...." because that just won't cut it anymore.
If I'm to guess, it's because they think most people don't understand them. We had a major problem in DR where people just didn't bring Lost Actions at all or the concept overwhelmed them. Or maybe they just didn't level high enough to use them.
I can understand the argument of just saying tough, they should learn them, because that's what I do myself, but it probably doesn't help convince SE to put them in the rest of the game when people just ignored them in DR.
And there is the crux of the issueIf I'm to guess, it's because they think most people don't understand them. We had a major problem in DR where people just didn't bring Lost Actions at all or the concept overwhelmed them. Or maybe they just didn't level high enough to use them.
I can understand the argument of just saying tough, they should learn them, because that's what I do myself, but it probably doesn't help convince SE to put them in the rest of the game when people just ignored them in DR.
If you can’t figure out the “damage to up by 80%” with zero downsides then you should not be catered to
This is why the modern jobs are pure trash
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
If they are wanting to change direction this is something for them to consider. Opening up a gap where players are disadvantaged if they don't read/understand so there is more sophistication for players to customize their playstyle, and more mystique overall.
They have been willing to go backwards with the dungeon design to where they don't explain the dungeon mechanics as clearly as, say, they did in Thaleia where you had those giant arrows saying where to go, and what to do, which was poorly received. Changing the rest of the game to not handhold as much would be a rather big step. It's hard to see it happening, but there have been statements (like the one at PAX) about changing things lately so we can hope.
I don't disagree but the real reason was twofold:
1) Actions were a pain to get for a lot of the ones that were actually worthy, and some didn't really come by actually doing what made you progress through the areas but by going all your way out of the road to look for them and farm them on purpose. Some had just abyssmal drop rates or were gated behind some awkward sources.
2) The UI was absolutely terrible. And changing them or leaving instance would remove all the ones you had as a buff, which didn't exactly encourage people to use the most valuable ones.
All of this was a little better in Bozja than Eureka, but still awful overall.
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