Then you need to ask yourself why are you playing a MMO? Since all MMOs are definition of grinding if you dont like doing so then theres no point playing a MMO but if you continue to play you need to stop complaining about them... and my point was that in XI per expansion they always had new content that were always unique and different than to what was previously in the game things that were creative, whereas 14 so far its the same as 2.0 content tomestone roulette grind, ex farming grind, alexander/coil THE SAME SYSTEMS where is the creative new endgame? (like Nyzul Isle) where is some side content maybe with smaller groups that isn't just dungeons? there isn't anything new.Originally Posted by Luvbunny
Talking about actually STATS in the game's system, there's the main stats (VIT, STR, DEX, MND etc) but 11 also has like Shield Skill, Enmity, Haste, Damage Taken, Magic Damage Bonus, Enhanced Rampart, Element Resistance, Occassionally attack more than once, Drain weapons, Pet haste, crit dmg, crit chance etc on gear. Having more different stats makes the game more fun, it's boring when its the same main stats with a few with extra stats like det/crit to go along with them 4 different stats on each piece of gear there is no variety on gear and there is always 1 BiS not a few to select from.Originally Posted by Luvbunny
Actually RDM/WAR was an option as there were certain times were RDM tanks were used due to their MDB trait ofc not a fully fledged tank but geared correctly with enmity etc it is a choice something which you as a player can do as an option to change up gameplay for yourself just like how RDM/NIN was such good at soloing hard NMs and if your soloing WAR/WHM isn't a bad idea in besieged or campagin or if you are exploring certain areas where sneak/invis are required. That is also why XI was amazing they did not tie you down into certain things they gave you options even if some weren't as good as others.Originally Posted by Luvbunny
My whole point was in XI they had both event gear from endgame content and gear from AH from crafting and if you remember they had abjurations items which required crafters to make cursed gear -1 some of the best gear in game, which actually made all the crafts useful to lv up to create these items and there were certain pieces which were a must to obtain from the AH but in 14 ARR they had basically made the crafting system pointless when you can level them all to the max/gear why even use the AH? That's where gil starts to build up and you start to feel as though it is not needed for anything both of these things were better done in FFXI since 100 was the cap for your main craft and you subcrafts were 50 capped pre-abyssea so you were then given the option to take your fav craft up to 100 while using it to make gil to buy stuff from the other 100 crafters that you did not chose. In 14 Why even lv up any craft all at? there's no point in having alot GIL, it is pointless as there is no need for it in 14 until they have something where you feel like making gil or crafting is used for something that just isn't vanity then crafting becomes useful atm the items you make are pointless except for a few like HQ food or poison potions.Originally Posted by Luvbunny
You gotta to be kidding me? Too many fetch quests? Going into the promies for the 1st time was such an unique and fantastic experience, the atmosphere of that place was mindblowing as a noob, how about climbing up the mountain in attohwa chasm quest? such an unique and creative way of doing a story quest trying to figure out how to climb up without falling this was fun to figure out, how about going through the temple of Uggalepih? getting lost through the jungle and figuring ur way through the temple using the paintbrush or what about heading towards the shadow lord going through the castle? This was a Journey! An Adventure! You seem to of forgotten the best parts of the story quests.... and what makes RPGs so great, you can't do any of those in 14 which is why 11's is superior, they may of took longer to complete but it felt rewarding to do so I haven't felt any achievement for completing any of the story from the 14 main quest from either ARR or HW most of it feels like filler and you steamroll through it all without any kinda feeling of omg this boss is so powerful making them feel like a truly almightly villain not really sure King Thordan is a god? they didn't make it seem so during the fight as it lacked any kinda of difficulty which dumbs down the overall story of trying to portray them as true evil characters.Originally Posted by Luvbunny
As for the endgame being tied to finishing the story in 11 not the best idea but it doesn't make the story any less than it was... and they at least changed this for The ToAU expansion where you didn't need to complete all of it to access those endgame same for SoA expansion etc
14's world is visually better looking and stunning but better graphics isnt everything as a world itself there is too much tied within dungeons you cannot access to enjoy exploring those whereas in 11 its all interconnected apart from some battlefields. Exploring the world of Vanadiel is miles more better than exploring the world of Eorzea where is the mines to explore? where is the jungle to get lost in? where is all these places where I can get lost in there isn't any in 14 they are all in dungeon form which nobody wants to explore only to complete for exp or for tomestones, you also can't put quests or npcs in those areas as they are dungeons.Originally Posted by Luvbunny
All FF games have good musicOriginally Posted by Luvbunny
and it ends up becoming more about taste and not "better"
11 didn't have any instance dungeons only battlefields so its not rly the same thing, wheras 14 has instance dungeons but no dungeons outside of DF? and both have their own mechanics which are both enjoyable to play, also don't forget 11 was designed as PS2 game so you are limited into what you can do with mechanics but they still managed to make the fights fun with interesting ways to overcome them.Originally Posted by Luvbunny
Well yeah 11 is more than 10yrs old ofc there alot more currency but they actually changed it so that you can see what currency you in your options with updates so its simple to see which currency you have, 14 also has more than 2 currency if you count everything soldiery, law, poetic, wolf marks, gc seals, allied seals, centurio seals, MGP, new crafting and gather currency.Originally Posted by Luvbunny
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The main thing I like the most about 14 than 11 is the combat its more faster paced and not sluggish but when HW has all the same content systems as what we got in ARR it starts to get to point where we crave for something new and refreshing and so far HW has failed to deliver a new system for endgame content, it's just A Realm Rewritten. I never got this feeling with any of the expansions in 11 it should be the same for 14 but it comes down to lazy development wanting to rehash the same things from 2.0 or their priority of wanting to give flying mount took too much away from actually content that players care about.