It's not really a lack of playtesting. It's the general problem of an echo chamber mixed heavily with designing themselves into a corner. Every MMO does this to a degree, but FFXIV has been designing itself into a corner since ARR.
The 'corner,' specifically, is the class/encounter design interaction.
For example, WAR couldn't tank twintania (and was awful in 2.0 in general.) Solution: Give WAR tanking cooldowns like PLD had. PLD couldn't tank magic damage. Solution: Make it so PLD could. SCH couldn't heal like WHM. Solution, give it WHM's kit (in HW.) AST couldn't heal, period. Solution, turn it into WHM.
The more recent kick, started in late ShB, was that the devs ran out of ideas to design new and interesting encounters. The solution was to make the mechanics artificially harder by forcing more movement.
When you look at all of these, you see the worrying trend. All tanks tank identically to how PLD tanked back in ARR. It's boring, stale, and binary. All healers heal the way WHM did back in ARR, because Medica 1, medica 2, and cure 2 are so horrifically overpowered. So every fight was turned into a collection of endless tank and party busters.
The 'movement meta' that was started in ShB has more or less devoured the caster DPS and healer role to the point where there isn't a true caster left. Some of it done in the name of not clipping oGCDs, most of it done because "Well, if every caster (except BLM) has a 1.5-2s cast time, may as well design content around a 1.5-2s cast 2.5s recast design!"
So now every fight is filled with 2/4/8 (lite party/partner/spread-stack) mechanics with a ton of movement with casters who aren't casters because you can't have fights like P7S or DT EX1 with a class like heavensward black mage. The design and classes are fundamentally at odds with each other. Hell, I still remember when mechanics targeted one role almost entirely, even caster-specific things like leviathan's 'stop standing on top of each other' AoEs.
And, as if that wasn't bad enough, since every fight is filled with tank busters that come in swinging for 200%+ EHP, the only valid way to tank is with mits and barriers, instead of WoW's triage meta tank design that allows things like drain tanking or deferred damage manipulation tanking (brewmaster.) Even barriers aren't good for multi-hits that have slowly crept in. Healers have the same issue where you either have a heal like medica 1 or 2, or you can't heal the fights. So every party buster can only be handled with any of a veritable plethora of party mits, barriers, or raw burst healing.
Let's throw in the veritable plethora of party mits and how it watered down rphys DPS and their party mits, or how reprisal showed up on tanks, and how addle and feint are so close to tactician that they may as well be tactician and we can see this problem extends to every aspect of class and encounter design.
So now the devs are so deep in a hole, where every mechanic has to be a party buster, or a tank buster, and has to involve every player running around giant arenas, and we can see that the devs have homogenized tanks, healers, ranged DPS, and even mitigations. The burst meta isn't even a foot note on the amount of homogenization the devs have done and just how bad it's forced the devs to design the game. There used to be a time when downtime actually happened even when the boss was up, and it didn't cripple classes like BLM or melee to boot. Where rphys had full uptime and could do unique things like baiting a cyclops around the arena before healers specifically got to shoot it with a petrify cone.
I have to wonder if the devs realize all of this is the problem. But at this point I assume the devs either don't notice or don't care. Or worse, are designed into a corner because they're not allowed the resources in their oppressive update schedule to ever address any of these problems reasonably enough to fix the core homogenization issues.



Reply With Quote




