If you will be able to queue for FT directly from outside, how is it determined in which instance the "Support Boss" spawns?
If you will be able to queue for FT directly from outside, how is it determined in which instance the "Support Boss" spawns?
Honestly the support boss should just be in instance that spawns as a way to incredibly slowly gather sanguinite for every instance
Forked can just get the bonus 5 by default
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
I agree that there should have been a Normal/Savage split which I've said before. My previous post was addressing the "SE hates casuals everything is for raiders" narrative which is clearly absurd when you look at the breadth of content as a whole. It wasn't a proclamation of why not having a normal mode is great.Normal mode should be standard… hard modes should be extras for those that want and/or enjoy the challenge of it. But I think a lot of people of both the dev and player side have lost sight of the fact that this is a Final Fantasy game, first and foremost, and the expectation of being part of that series is that the story and storytelling takes priority. Would you expect to go through MSQ without the normal versions of the trials? How is this any different?
Unless one of us gets hired at SE it's all speculation. I would be very surprised if the Tactics remaster was significantly impacting FFXIV.
Understanding why something is the case and agreeing with it are two different things.
Yoshida was publicly begging for applicants during ShB, and XIV has slowed to a crawl while they're working on the Tactics remake and unnamed Sakaguchi title. The main "cost" he mentioned being manpower seems like a completely logical assumption.
Chaotic was a good idea but poorly executed, and I stand by that.TBH I prefer Chaotic rewards to be behind difficulty content because it makes them feel valuable. But I do agree that the implementation of Chaotic was just bad. Organizing a large group of players for a single fight is just gonna have trouble down the line but I'm pretty sure you'll be able to circumvent that in future expansions.
When they were talking about Chaotic I thought they were gonna make a hard version of the whole Crystal Tower but was disappointed it was just one encounter.
Question. What would you use that better gear on, if you don't do any content that demands it? With the crafted gear, I kinda don't understand the need of the normal gear progression. We already have normal raids for that, no? You want to clear dungeons faster? Seems like too much work for something that would be kinda useless. I would rather give people more way to hone their skill progression, so they can enjoy more variety of content, than just a gear progression.That’s what I mean actually.
Alternative ways to get gear for attempting things.
A weekly locked normal mode could give gear on par with crafted ones (or even slightly below tomestone gear).
It would give you an option to gear casually up for a savage for example (if you aren’t interested in doing it right out of the gate) or if the weekly lockout isnt as strict even for an ex.
Those who want to do the other content week 1 can still uses crafted gear (it wouldn’t be invalidated).
Even if that gear was just augmented tomestone gear but with different stats and you had the ability to farm currency to augment it later with the a raid like we have now, you could have the same ilvl but with different stats.
Or give the normal mode trials a farmable currency that can be used to augment dungeon gear to be on par with crafted one for an alternative if more time consuming way to get ready for savage.
If that is out of t he question you could also just give out normal dungeon gear that has different dye-tables or makes it possible to dye it in the first place.
That’s what I mean. I just don’t really know how to describe it better tbh.
Also, no. I'm happy the chaotic raid is not being weekly locked. That would be a downgrade.
I mean, what do you spend savage gear on when you don’t do ultimate? You want to clear ex faster?Question. What would you use that better gear on, if you don't do any content that demands it? With the crafted gear, I kinda don't understand the need of the normal gear progression. We already have normal raids for that, no? You want to clear dungeons faster? Seems like too much work for something that would be kinda useless. I would rather give people more way to hone their skill progression, so they can enjoy more variety of content, than just a gear progression.
Also, no. I'm happy the chaotic raid is not being weekly locked. That would be a downgrade.
I gave the reason already.
It would be a casual gearing process for those who want to do the harder fights later or an alternative one with different stats to crafted / tomestone gear.
Or it could be a solution to dungeon gear not being dyable by unlocking it there.
Outside of a resources argument I don’t really see how someone could be against people getting catchup gear from normal mode fights to have a slower alternative to crafted gear and even the ressources argument wouldn’t hold if you just used the dungeon gear and made it dyeable for example (reusing assets).
Not to sound rude but your post reads a bit like not wanting casuals to get another gearing option and honestly at least to me sounds like you actually want to gatekeep all rewards to the harder raids.
I also didn’t mean for chaotic to be locked. It was an example of a system to get alternative gear.
Not everyone wants to do a savage raid much like some don’t want to craft or gather. So why not give them alternate gear that as a bonus is enough to actually get an easier start in savage if they choose to actually try it later?
It's why gear as a reward feels useless. There's no content it would power you through, you do savage to get BiS and the only purpose it may serve is to do Ultimates, or to parse which is something that is frowned upon. So if you add a different power progression it would be like... exactly for what? We ask for harder dungeons you can progress through, but then people will angrily cry that it's just catering towards the hardcores, and if you dumb it down to a normal dungeon then we come back to the same problem.I mean, what do you spend savage gear on when you don’t do ultimate? You want to clear ex faster?
I gave the reason already.
It would be a casual gearing process for those who want to do the harder fights later or an alternative one with different stats to crafted / tomestone gear.
Or it could be a solution to dungeon gear not being dyable by unlocking it there.
Outside of a resources argument I don’t really see how someone could be against people getting catchup gear from normal mode fights to have a slower alternative to crafted gear and even the ressources argument wouldn’t hold if you just used the dungeon gear and made it dyeable for example (reusing assets).
Not to sound rude but your post reads a bit like not wanting casuals to get another gearing option and honestly at least to me sounds like you actually want to gatekeep all rewards to the harder raids.
I also didn’t mean for chaotic to be locked. It was an example of a system to get alternative gear.
Not everyone wants to do a savage raid much like some don’t want to craft or gather. So why not give them alternate gear that as a bonus is enough to actually get an easier start in savage if they choose to actually try it later?
No.It's why gear as a reward feels useless. There's no content it would power you through, you do savage to get BiS and the only purpose it may serve is to do Ultimates, or to parse which is something that is frowned upon. So if you add a different power progression it would be like... exactly for what? We ask for harder dungeons you can progress through, but then people will angrily cry that it's just catering towards the hardcores, and if you dumb it down to a normal dungeon then we come back to the same problem.
Again. This would just be a DIFFERENT option for casuals to gear up and give their content a longer shelf live.
As a bonus it would be good enough to allow them to jump into savage or criterion later if they actually want.
In a way, this gear would actually have MORE purpose then savage gear because you have more optional use for it.
More options are always an idea worth thinking about.
Sorry, but I honestly start to get tired of explaining the same thing here over and over again.
I really fail to see how raiders (which sometimes includes myself) could actually be against casuals getting their own farming option they then can use to casually gear up for the harder content and even if they don’t want to do harder content they would have dyeable glamour to farm for.
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