
Originally Posted by
TeraRamis
Yes, the lack of a full toolkit is an issue - I frankly think that classes should be largely complete by about level 30 (this is the same pacing WoW uses, and it feels right), with the occasional bump here and there as you progress.
However, IMO the bigger thing that turns new people off to this game is that FFXIV has its priorities WAY skewed compared to the norm when it comes to GCD vs. positioning. In most normal MMORPGs, the GCD is much faster, in some cases demanding a frenetic level of play in order to master a rotation. By contrast, positioning demands (how many AOEs or ground effects or whatever a boss throws) are greatly reduced. This - coupled with ubiquitous damage meters - allows players to better gauge personal performance based upon the numbers they are generating, rather than some nebulous "I dodged XYZ movement mechanic, so I'm awesome" criteria. More succinctly: players learn to play their classes well, instead of necessarily playing boss mechanics well.
I'm not trashing FFXIV - I am obviously here, playing the game. But the slow speed of the GCD paired with the almost silly "dance" players have to perform on every single boss (let alone every trash pull), plus almost no way (aside from a few clumsy meters that SE has prohibited) for players to measure themselves against each other, is a real turnoff for people who have become accustomed to the other way of doing things. Basically, FFXIV feels really, really slow and lazy for the first 45 or so levels, and you cannot expect people to just buckle down and fight through it to get to the "good stuff" (especially when I am not convinced that the raid/dungeon experience offered here - emphasis on movement and all - is actually superior to competing products [and, certainly, it's downright lame compared to newer combat such as what you see in Black Desert... though the rest of the BDO experience sucks]).