
Last edited by Calysto; 04-14-2026 at 10:53 PM.
#FFXIVHEALERSTRIKE


The problem isn't the volume of casual content - it's its replayability.
High-end content like savage and ultimates are not a lot but it takes commitment and time, which in turn makes it more time-consuming and rewarding when you complete it.
Meanwhile, many examples of normal content is done once, and it's pretty much over already.




Yeah shelf life of casual content is the big stickler for sure. They'd need to churn out gigantic amounts to ever dare challenge savage+ in terms of hours spent in there. PT seemed to perform a little bit better with its new deep dungeon format there, but nowhere near close though. Perhaps Eureka/Bozja were a better answer, and i'm saying this as someone that's never really been much into their core; grindy experience.
Why would they want to do that?
More importantly, why should difficult content be the endgame for everyone? Genuinely asking, what is the purpose of that goal? To reduce development resources allocated to different difficulty modes?
And even then, if you increase the amount of people that tentatively get into savage+ and get it from 50% to 70%, what is it going to achieve? What about the 30% remainder?
That's the catch isn't it? In terms of general content, it isn't. But in terms of pve? It kinda is actually.
Pick your metric I guess, it tends to dramatically shift the narrative for sure.
And how many hours do those 3 savage tiers and 2 ultimates account for? Versus how many hours do you spend on storymode pve? On week no lifing the msq and leveling up, then what? 3h per patch msq, then 20min per reclear every week on raids and whatnot for like a couple of months at best?
The only thing that's actually taken me significantly more hours than savage+ in this game has ironically been a niche content that requires a dramatically pitiful amount of dev resources in comparison, which is ranked pvp.
Comparing content pieces by amount of titles/releases makes no sense, but comparing by the actual amount of time and enjoyment one gets out of them, aka the bangs for your bucks you get with a single piece of content, sounds like a better metric to me.
Last edited by Valence; 04-14-2026 at 11:07 PM.
Secretly had a crush on Mao


Something in the early years was lost in the modern era of WoW. And part of it is that sense of camaraderie, unity, faction pride, and conflict. I don't think that era truly left. The game started sanding down the edges, and smoothing out all the points of conflict
To me I guess its "Whats a good stories without a few conflicts along the way?" There's a story to tell in that. But when you sand it down to be super easy for the most common denominator. It because a story about a perfect character in a perfect world where nothing ever goes wrong. "The End"
No. I remember the Vietnam that is STV on a PVP server.
Watching my friend get yanked across Booty Bay, because he looked at a Blood Elf. "Asked me "What that guy?" As I look around I see the purple Death grip yanking him across the Bay to 1 shot him. Bro was so starstruck but the badassery, he unlocked his own "gamer stand" lol BloodGhost he calls himself. After he rushed to unlock Death Knight.
In the early levels trying to explore the dark side of the woods and realize the atmosphere had weight, and "sh*t just real, ain't no greenhorns gonna be found in this neck of the woods" And those Spiders didn't mess around. And getting lost in the Crypt and having to methodically having to fight your way back out to avoid dying.
Having to sweat bullets having to stand Infront of Ogrimmar trying to get this horde to throw the sweet potatoes on my plate. Before the level 15 wanna try me to get first blood to get me swarmed by horde. So I had to measure letting him live to keep the peace, or 1 shot them to "keep um quiet"
Or the Awkward run in with the opposite factions while trying your friends through Scholomance.
Moments like that give the game its texture. I like XIVs story, but it plays it too safe leveling-wise. I want risk, I want gamesystems that passively require teamwork and encourage camaraderie.
I enjoy XIVs story, but there is nothing memorable in the gameplay. Its just placeholder time killer to waste my time to getting to level cap. Its visually amazing, I love zone looks, Ultima Thule by far is my favorite. But I want the zones to have a soul, a personality. But you ask anyone about the Defias Brother-Hood, Murlocs, or The Stranglethorne Vale Medicine Man" Or even the simple Gamond (I was alliance exclusive and even Ive heard of him)
Funny story about that same friend in Booty Bay, he decided to follow after my friend trying to get the "Insane" title. And I warned him, "Bro if you do this any neutral goblin faction will attack on sight". him "Whatever its no big deal, I'll just kill them if they get in my way"
Cataclysm: [B][U]Buffs all guards
Friend: Realized he cut off his own transfer hub spaces and was forced to take the long route to the zones he wanted to go to, but didn't have the patience to grind his reputation back up LOL
Last edited by Solowing; 04-15-2026 at 12:28 AM.
sandislandexpansev2.carrd.co <<Create. No limits.>>
he's going to grift,harass, downplay, disenfranchise, gaslight, stalk,and gate keep!
You mean the metric in favor of casual content since by nature casual content has less longevity, especially with the casual community being against grinding content.
Just wait until Beastmaster comes out, people are gonna lose interest after 1 day and than start posting about how 10 more levels of Blue Mage would have fixed the game instead.
There is casual content but very boring one and not enticing for everyone. Most are very repetitive and players would rather log out than try to play them *once more*.


funny you bring up wow because I've always been playing midnight and I think it does a lot of things better than xiv, namely abundance > scarcity when it comes to gearing. I think people (na mostly) on xiv have this weird conflation with "casual" and "incapable of doing anything that requires your brain to even be somewhat on." It's a very patronizing way to perceive people imo. It wasn't until recently (again i've played since phase 1 beta arr) that I've heard people unironically tell me "cAsUaLs dOn'T rAiD." This was news to me because from arr - shb, I played casually. I wasn't aware me doing so, somehow barred me from content they deemed "high end." Was it harder to clear in pf? sure, did it take longer? probably. Can I still do it if i choose to? yes.


I have friends who play casually and they've cleared everything that I have. Their main mmo is wow, so they just dabble on xiv. Hit up pf here and there, clear the content and log off. I also played casually up until EW (juggling ft college and ft job and living in japan for a bit.. didnt have time to commit to a static). I didn't havea problem with clearing what I wanted to in pf. I knew it'd take longer prior to begin with. That's granted given you're in pf.
what makes a player "hardcore" even? if someone is unemployed and lives on xiv, are they more or less "hardcore" than someone who plays a couple hours a couple days a week but clears all the content? This casual/hc framework is too reductive.
Last edited by Bryson; 04-15-2026 at 03:15 AM.


That's a you thing though? Someone could feel the exact same way irrespective of where you place them on the "casual" vs "hardcore" binary? Inversely, someone could be unemployed and have all the time in the world (that's to say nothing irl inhibitating them) and still feel the same way as you. All content has been cleared in pf.. sure you have to wait longer for it to fill sometimes, but that's granted given it's not a static. The players going into pf knew that prior to joining.
DF isn't a thing on NA because of na's entitlement mentality.. (3 pull count andies who also refuse to look up any strats or even remotely try to learn the mechs).
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