I dont want see the game die. but if they dont do something about this terrible job design it will. its core aspect of the game. doubling down is like final killshot to this game. it is maintance mode
I dont want see the game die. but if they dont do something about this terrible job design it will. its core aspect of the game. doubling down is like final killshot to this game. it is maintance mode
You just articulated one of the biggest problems I have with ffxiv's combat. Even though you have all these buttons for bursts, the vast majority of the combat is just clicking on 2-6 buttons, over and over again, with only a couple periods of weaving maybe every 15 seconds or so to be generous. The combat just gets monotonous and honestly pretty boring outside of the burst windows, and they need to stop placing so much emphasis on bursts and boring downtime moving forward, I think.Since Shadowbringer and the 2 minute meta, SE has been backing the jobs into a corner, and they're running out of room with things they can do with them.
With the 2 minute meta, we have 20 seconds of burst, or around 8 GCDs. Some jobs such as PLD was already at 8 GCDs after their rework, so their DPS kit gain was 1 upgrade and 1 new oGCD. GNB is also at 8 GCDs now, and WAR is at 7. DRK is the only odd one out with 4, but they also got a lot of oGCDs to weave.
And looking at most of the upgrades jobs have gotten in DT, it's mainly upgrades for old abilities, and burst abilities. Almost zero has been done for the 100 seconds of filler, or put another way, you get to play DT for 20 seconds while the remaining 100 seconds hasn't changed since Shadowbringer combat (majority of jobs, a few have gained a bit or been reworked, or it's tied to a mini burst at 60 seconds).
I want them to make the 100 seconds of filler more fun and interesting, not dump everything new into the overstuffed 20 seconds.
The only time I really have fun with the combat is during the burst phases, the rest outside of the burst phases, the downtime, more or less just hurts my fingers with the same slow repetitive movements, over and over.
Last edited by SKAshe; 09-10-2025 at 03:06 AM.
Probably compared to the previous quarter, that's how these earnings reports for investors usually go.
But we could also take the lucky bancho census, where we went from 1.150.643 active characters in November 2024 down to 878.336 active characters in July 2025.
Granted that's only a 24% drop in active characters, but still not ideal. I'm guessing the 45% is in regards to revenue, since less active players also cuts into their store earnings.
Last edited by Absurdity; 09-10-2025 at 06:19 AM.



This isn't a surprise for non-fanboy veterans.
Just cancel your sub and play FF11. The only thing 14 beats 11 on is graphics and character creation.
Not only do all jobs play different, each has it's own unique journey. The Path of the Beastmaster is very different from the path of Summoner or Blu Mage and you can take your favorite job into Endgame without a "level limit".
The Open World matters and isn't just for decoration. You have to actually travel to the dungeon through the world and not a single one has been a singular straight line.
The Skillchain combat system has infinitely more depth than our 2 minute burst-then-snooze meta.
HORITZONTAL PROGRESSION. Your relics and gear aren't trash after a few months. After 99 you build your character through merit AND job points increasing various attributes or skills (cooldown reduction, additional effects) - making no two characters exactly the same.
Inb4 "omg but volke wolke ff11 too hard and me want video game not job!!!" Hey buddy, the game is nearly as old as I am. There's been 2 decades of QoL improvements. There are teleports *everywhere* where they didn't used to be and they have a system where new players can easily gear from a single npc (and you can sell that gear for 2mil a week negating early gil issues. Go ahead, run BLM from the start, you can afford all your spells. Hell they're even updating the game today to reduce the inventory expansion quests to just trading a coupon or something.
Thank you for coming to my Ted Talk. I don't even play this game, I'm able to participate due to free-login. Which I didn't even utilize. Logged in, spoke to 1 npc to start a quest, got bored and immediately hopped on FF11 and had a blast for 4 hours.
Edit: Also you should definitely play on Bahamut instead of Asura, way more new players and ff14 "refugees"
And if you want that ballcrushing experience of FFXI as it was initially conceived, private servers exist.
I'm actually waiting on a new PC so I think I will try FFXI soon. It's one of only 4 mainline FF's I've not played, so it's time.
https://www.youtube.com/watch?v=dMfw...FGzFTQ&index=1 Song for dev team and yoshi p
That's what I'm wondering, if it's revenue comparison against same quarter last year when DT released.Probably compared to the previous quarter, that's how these earnings reports for investors usually go.
But we could also take the lucky bancho census, where we went from 1.150.643 active characters in November 2024 down to 878.336 active characters in July 2025.
Granted that's only a 24% drop in active characters, but still not ideal. I'm guessing the 45% is in regards to revenue, since less active players also cuts into their store earnings.


this is probably untrue simply for the fact that it's highly likely that a large number of PC players use the official launcher and not the one through steam, especially for those using Reshade and the like.If the people playing on Steam act similarly to those on SE client, PS5 or Xbox, then it can show us a trend.
So if the Steam numbers are half now compared to DT launch, then we could estimate that a similar trend might also happen with the SE client users, PS5 and Xbox users.


im honestly tempted to play it myself, especially with rumors circulating that they are considering making a new expansion for the game because it is so popular and its population continues to rise.
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