That's a good thing to do, there are a lot of people in that position, there are also a lot who for one reason or another don't have a static to work with, and can't seem to find a PUG that can finish things.There is, but not everyone helps in the same way. I do my own version of paying it forward with endgame content. I'll sometimes jump into learning parties and clear parties for things like EX primals and SCoB to help out. Sometimes my static runs farm nights where we put up a party finder stating "Need something cleared? We need your soldiery," valid for T1-8 and all EX primals. No charge for it aside from the soldiery bonus. Usually we end up with people that know the fights and have gotten them to sub-15% but just haven't found a group to put the nail in the coffin. :3
I should have considered that aspect of helping others, thanks for pointing it out.
I hop into Garuda EX queues as healer. I'm mostly trying to get a pony, tbh, but in the several runs I've done, at least one person in each run was clearing it for the first time. It's a good feeling.
Not the point I was making. Endgame movesets aren't limited, they are static, which is different. You have access to all skills in the game and you get a choice of which to use. At lower levels you go from full access to a subset of skills. Some of those that disappear can also detract from the enjoyment of playing the class. One may call this "challenging". I refute that and equate it to being tedious along with an excersise in patience.
There was no focus on material rewards in my statement (scaresly one third of it if you want to be pedantic), unless you bundle up my mentioned of lack of variation in dungeon content in terms of layout, objectives and monster lineup. The statement may have been compact, but it curtly summarizes the state of all dungeons in the game at this time.
All three aspects are what I believe are reasons players shun away from repeating low-level content. Not the only reason of course, but it plays a part.
As an example: classical roguelike and roguelite games provide no long-term rewards or rewards that carry through to subsequent playthroughs of their content, but fans of the genre keep coming back to the same dungeon over and over again since the dungeon reinventes itself and presents the players with a sense of exploration and adventure.
This is sadly not something XIV can do without a major overhaul. However, SE should be able to change the monster lineup in the dungeons with less effort. Imagine running something like Tam-Tara and coming across a Hectaeye from HM instead of a normal pack of monsters. Want to make it materialistic? Make it drop extra gil and an Elixir or a key to a locked chest somewhere else in the dungeon.
There is plenty - Meeting a fellow playing in the field (or PF) and tackling content together can be very ejoyable (regardless of content level) and I have through that come across quite a number that I now play with regularly.
Playing the DF lottery across realms and languages? Not so much. Making such a connection is rare and transient.
The problem with making "low level" dungeons random is - it will destroy those newbies and low level players who are still learning the ropes and the mechanics. The better way would be to give high level rewards and make it as a daily they can do, that is worthwhile of their time, maybe 2-3 times a day at most. This will give options for people to do other stuffs than endgame, but still get similar amount of rewards. Also it gives others who try to pay it forward, a nice bonus incentives. Sure, you will still have to deal with trolls, but those despicable scum of the earth populates any type of games, and this is why "vote to kick/dismiss" is implemented.
Turning the 4-man dungeons into 5-mans with an added DPS slot would cut down the queue times by a lot. All it would require is a little rebalancing, mostly HP boosts to the trash mobs and bosses.
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