This is the real problem, simply not enough content/options at endgame or around it, hopefully 3.0 will address this, if it doesn't I see dark days ahead for Xiv, this game can no longer be called "new", something needs to change.
Our best FC healer is done with coil at turn 9, she refuses to step foot in there again until SE forwards options besides scripted/reaction time based fights, they are simply burning people out, some randomness is a must.
Our best tank has suffered RNG hell for some time now while a somewhat lesser skilled tank has managed to be geared in some two weeks, we also have a similar situation involving two healers, the rewards in this game need to be reflective of ones effort instead of being slave to the fickle RNG god.
Xi got away with this purely because the "amount" of things you could do that applied to RNG were far more numerous, here you have coil, and coil, and more coil, this is why I voiced support for the gear token suggesstions.
These are far more critical issues with Xiv than overpowered I110 accessories are, anything past I115 i am assured by more accomplished FC members than myself are virtually unneeded anyway and just make current content easier.
Their needs to be far more event options endgame to keep people subbing.
I would argue that inventory and housing issues outweigh accessory issues, server strain/capacity responses wont keep subs, Se has the capital to upgrade their hardware, it needs to be done, Se reported themselves that Xiv's sales and sub numbers far exceeded their expectations.
The business model needs to be revisited, tweaked, spend some cash already, and before it is brought up I do actually know something about server purchase costs, my GF used to build corporate servers for Dell in Texas.
Many of Final Fantasy's diehard fanbase aren't 13 year old streak of shit reflex hand-eye coordination athletes, this lights on the floor connection penalized encounter crap needs to go, as long as server side results persist even the best systems will be at the mercy of ISP quality, upstream chokepoints and packet loss issues, this is not paying sub players at fault.
Calling these "Youtube warrior" reflex/connection influenced "migraine headache" mechanics "skillbased" is a stretch, if not a pure joke.
The fight mechanics coding in this game is infantile and lazy, dodge this, dodge that, enough already, how about don't use that spell on that mob, or this weapon skill on this mob or it's lights out.
The mechanics revolve around young gamers who have 20/20 vision and mach 3 hand eye reflexes and alienate older players who have been FF fans for decades.
The lights on the floor AOE's are fake looking and really don't fit with the graphics, foreground, background or otherwise, I wont call it immersion from a personal view, but others will and have a valid point.
Knowing "what" to do in reaction to an enemy act, when or when not to do something is skill, synapse connected eye to hand reflex alone isn't, it's "dodge that move online".
It's "memorization" nothing more.


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