Quote Originally Posted by splinter1545 View Post
My two biggest gripes with the game is it's pointless repetition and lack of any difficulty in anything outside Savage and Ultimate.

I've been playing the game since Phase 3 of the 2.0 beta, and the game has been the same exact thing every patch and expansion. Even the MSQ feels like it's being rehashed somewhat, as a lot of the "twists" they throw at us can be speculated because it's either predictable, or they build it up in the most obvious way possible that it'd be better if they just straight up tell us the plot at that point. I don't mind if the MSQ goes on the same path, since it's one and done content, but they seriously can't keep the tome farms and weekly 24 mans going forever. I don't know what they can do, but they need to do something before the playerbase starts bleeding into other games.

As for the difficulty, this will be difficult because the game heavily leans to the casual playerbase, which is okay. But it seems that all the content that leans towards that spectrum of players are easy, faceroll content. They're sorta working on this with (the incredibly flawed) Eureka, but the actual bulk content that people do for end game progression is boring and just not engaging. I'm not asking for dungeons to be savage difficulty, but at least have some difficulty in them, same for normal trials and raids. I feel that slightly increasing the difficulty will also help close the gap for players that preform suboptimal in their roles, as the content at the moment doesn't discourage poor rotations to clear.

I have more issues with the game, but most people already mentioned them. I enjoy this game, or I wouldn't be playing it for 5 years. But I feel like it's really going downhill in terms of quality with this expansion.
I'd say the normal mode trials in Stormblood and beyond are solid difficulty-wise, but the playerbase is so out of shape at this point in the game it can barely handle them.

SE's reflexive action is to just make this stuff easier, but in reality the stuff before it needs to be brought up in difficulty so players are prepared to take on, say, the menagerie before they're required to do it for their storyline.

The game does a terrible job of teaching players how to play it these days.