Proper full beards.



Proper full beards.
- Job variety and depth - I'll largely blame the 2m meta here for homogenizing jobs into 1m/2m bursts. Most jobs are built on 40, 60, and 120s timers for their rotations so as to keep it constantly aligned with the buff window. Previous expansions could let some jobs have 90s burst timers and rotations (old WAR and BRD), sustain damage profiles as opposed to burst profiles (old PLD and BLM). I wouldn't want to see raid buffs go entirely, but I do hate how rigid they end up making the job designs.
Edit: to add to this, MP should be more prominent in job design, stats should be more meaningful, actual build variety to let people choose different ways to interact with the jobs. The idea of a Piety DRK (yes, Piety) playing differently from a Crit or Speed focused DRK is something that would be neat to see. Extremely difficult to balance, but I'd rather Square take the chance to offer some actual player expression here.- Fight variability - Mix the script every now and then, toss in a mechanic that may not appear the next time you fight the boss, make mechanic X come out at the 4 minute mark instead of mechanic Y because RNG decided so. Some level of randomness and unpredictability helps makes fights more dynamic instead of a static script.
Last edited by TheDustyOne; 02-28-2026 at 05:36 PM.



This is actually what annoys me the most.
The whole game has basically become a boss gauntlet. Raids as well haven't been true raids in along time and even the A-raids feel mostly like boss arena to boss arena in this game.
I would actually go further and say if they could they would remove dungeons themselves and only do raid encounters. It's kinda obvious that Savage is one of the only things the devs care about nowadays and put effort into.
Sometimes I wonder if some devs have ever played a Final Fantasy or MMO before actually.
Making interesting trash mobs is not even hard. One enemy that ignores the aggro table here, an npc that has to be healed while being attacked there. Even something like the last trash mob in Underkeep is at least something.
Pilgrims Traverse feels more like a dungeon than the actual dungeons imo.
What the game needs imo is:
More interesting jobs that allow skill expression again,
a more interesting Overworld in the style of the ARR zones,
more content that isn't just boss fights,
a story that doesn't shy away from dark themes again and having consequences for the main characters.
We have 2 mob control role actions that have little to no use. Stun and Interrupt are the only ones needed. Meanwhile as rdps I have options for Heavy and Bind that will never see play (we can throw Sleep in there since I've never seen it used personally).
Nothing else to add. I fully agree with the rest.
We could ask the same thing of some of the playerbase too, given how many of them just want to skip over the MSQ and leveling and go right to hardcore raiding all day. One might think a lot of players WANT "just a boss gauntlet".
It would also explain why they keep demanding that even normal content becomes increasingly harder, because they literally can't stand doing anything that isn't at least Savage tier and up.
The last is quite the stretch. Many of those wanting harder normal stuff are those who specifically don't want to have to bother with PFs and never do Savage. Heck, normal content was harder / more involved nearer to the game's launch (or arguably even whenever before Shadowbringers), and not just before Savage started.
Even if they aren't asking for Savage-tier specifically, they're still nonetheless asking for everything to be made harder and want everything to be a boss gauntlet.
Take the repeated cries for no walls in dungeons for example, what is that if not people wanting to boss rush even faster? Hell, there's only a handful of people that want the mobs to be dangerous themselves (I can only name me and Valence off the bat), but there's other people who don't want to deal with trash mobs AT ALL to the point that there's been very little mumbling about removing them from the new Variant that's coming up, or how people seemed howling mad about that one Savage tier that involved mobs and seemed relieved when things when back to normal for the rest. I think Deep Dungeons is the only time people seemingly "tolerate" non-boss enemies, but only because most of them are mini-bosses themselves with how quickly they can destroy you, and people probably still treat the actual bosses as the highlights of their runs, not the stuff they had to "put up with" in-between. I wouldn't be surprised to hear if people dislike mob pack FATEs/CEs in Occult Crescent and prefer the boss types, and I know people miss doing Duels from Bozja which were 1-on-1 boss fights too I believe.
Not to say people can't have their harder content/boss-only modes, it just gets a bit tiresome when some people (including the developers it seems) act like that's how the whole game should play, with little to no breathing room for variation whether its opponent type or challenge setting.
Agreed, I think? but only if you mean general battle mechanics (typical vulnerabilities, mobs just not being outright immune to heavy/bind/pacify etc.) rather than anything specific to those trash in particular.
I've been playing since 1.x, and even as far back as ARR, the only thing allowing for interesting trash was hyper-optimizing among Enmity, compositional variance across earlier levels* (especially, say, levels 30 to 40), party DoTs, and sequenced oGCD stuns, scarcely anything to do with the trash itself (all of which remain unchanged). Even by the time Doomspike could be acquired, most was negligible outside of tank-less runs.
* This included things like mass-DoTing, a BLM AoE Sleep (which didn't break from anything other than direct damage back then), and then nuking enemies one at a time in order so that neither heals, tank stance, nor any further uses of Sleep were necessary, for a gain in total kill-speed on fewer than 4 targets, or fewer than 5 if a member lacked AoE (say, DRG before level 40); having Bards kite the melee units in circles while tank dealt with the ranged mobs; using SCH as DPS for the Cleric Stance and greater Maim and Mend trait while a SMN healed and tanked through/via Titan and/or all party members kited melee enemies via Miasma 2; etc.
What few other things existed were almost solely to activate short casts (such as crocs' caudal swipe) to offer some extra indirect mitigation to the tank or just briefly holding an oGCD stun to use it on a mob instead when they'd attempt a special attack or, lacking any such opportunity, an AoE attack that'd otherwise deny safe access to uptime.
The group I've seen most commonly requesting harder normal content over the last 12 years has consistently been those who want dungeons to "feel more like real dungeons" -- a return to the likes of pre-nerf Pharos Sirius and the relative difficulty of Coil rather than something wipe-proof or reliance upon DDR memorization. They're... almost the exact opposite of those who want everything to be a boss gauntlet, and I've yet to see any Savage raider demand that the likes of normal content (the only non-boss-rushes of which are literally dungeons and ARs anyways) be even more like boss gauntlets.
I wouldn't be surprised, either, but that's because all the ways we could mechanically leverage interest out of trash before via our kits have been removed. We no longer have AoE specialists, burst specialists, opportunities to kite, reasons to focus down certain mobs, etc., even outside of the disorganized churn that is OC FATEs, so why would anyone prefer what is absolutely barren gameplay over merely shallow gameplay?I think Deep Dungeons is the only time people seemingly "tolerate" non-boss enemies, but only because most of them are mini-bosses themselves with how quickly they can destroy you, and people probably still treat the actual bosses as the highlights of their runs, not the stuff they had to "put up with" in-between. I wouldn't be surprised to hear if people dislike mob pack FATEs/CEs in Occult Crescent and prefer the boss types
Last edited by Shurrikhan; 03-01-2026 at 09:30 AM.

A horde mode of some kind. Sadly, I stopped playing 1.0 before they let monsters in the main cities on repeat to experience it. I'm going to get crazy here, but one of the new main cities should have random attacks like how XI did Besieged and Campaign. If you lost, you have to rescue vital NPCs from captivity from the enemy stronghold. Said stronghold would be an open world dungeon, flying is disabled and enemies are tougher (like having B, A, S, SS Rank monsters). Only problem is this might be bad for low pop data centers, so they'd have to modify the strength of the stronghold depending on who's in the zone.
You know how Gold Saucer in FF7 had a battle arena? That would make for an interesting attraction on XIV's Gold Saucer. It's solo content like MSQ duties, but with good rewards. The BLU masked carnivale was such a solid idea that other combat jobs could benefit.
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