Like
  • Combat: Despite action combat being vogue at the moment, I prefer the simplicity of tab targeting and the dance of mechanics. Fights feel fluid and engaging.
  • Story: I mostly stayed away from MMOs due to their lack of story and sense of world building outside mundane fetch quests. Although far from perfect, FFXIV does a solid job offering what few MMOs do.
  • Crafting: I adore crafting. Stress inducing though it may be. The fact this patch cycle allowed for newer crafters to "catch up" had me thrilled.
  • Atmosphere: FFXIV is rich with subtle attentions to detail you rarely see. World enemies feel like they belong wherever they are and cities feel busy.

Dislike
  • Difficulty: Or lack thereof. While I appreciate the devs focus on the infamous "broader audience". Content lacks a degree of risk. New dungeons simply "exist" as they certainly serve no threat. Healers should not be able to pop Regen on their assigned tank then DPS thereafter nor should tanks be capable of pulling the entire room. Now I certainly do not expect Savage. But there ought to be some middle ground here.
  • A.I variance: Continuing from above. Trash mobs need something beyond easily dodgable AoEs. None ever feel remotely threating. Short of that, then some form of "elite" mob should roam around. No matter the method, enemies need something unique.
  • Expert Roulette: Why limit us to two dungeons per patch cycle? Toss those dungeons into the 60 roulette and have another be random content; from dungeons to trials.
  • Sprintbonding: Considering we essentially throw away gear each patch. This really ought to be easier to increase and/or provide better rewards.