We are about to get 6.0 and have more active players than ever before the "longevity" seems to be doing just fine.
We are about to get 6.0 and have more active players than ever before the "longevity" seems to be doing just fine.
I recently replayed through ARR with New game +. Several of the questlines drag and being a tank or healer at low levels with only 1-3 abilities is really bad and boring. I am hoping that when they do skill adjustments they frontload 1-50 and make sure all tanks have AOE combo before lvl 50 along with gap closers.
My problem with 1-50 especially when playing as tanks and healers which the game desperately need. I dont see SE fixing it but it would be a huge QOL adjustment for them to improve the early levels for tanks and healers.
I disagree. Sure now the fights and dungeons are super easy. They weren't when it launched. Maybe this stat crunch will make them less face-rolly.
I remember when most of the early dungeons used to take 30 mins or so. And many of them hurt quite a bit. I got absolutely rekt the first pull of Stone Vigil the first time I did it. A similar thing happened with Dusk Vigil actually. Funny that.
And this is part of the problem. But I'm not convinced the stat crunch is sufficient in fixing this issue. What will a new player think when they watch a 2 minute cutscene of Gaius and he dies in 30 seconds? It completely takes away the epic-ness of many of the key dungeons and raids.
The same thing new players have been thinking since about 2.1 lol.And this is part of the problem. But I'm not convinced the stat crunch is sufficient in fixing this issue. What will a new player think when they watch a 2 minute cutscene of Gaius and he dies in 30 seconds? It completely takes away the epic-ness of many of the key dungeons and raids.
About the only thing i agree with you is that low level dungeons got hit too hard by potency growth. and a lack of ilvl syncs (which people then complain about so......)
Oh, look! Someone with an account that is one month old and seemingly already knows all about the game— even more than the ultra experienced developers that are working on it. ARR is fine, the reason people USED TO complain about it was because of the patch quests that came after ARR MSQ, and were required to do before starting Heavensward; these quests have long since been removed from the game. People that complain about ARR nowadays are just doing so because they are imitating a trend that is no longer valid, it's usually the same people that complain about combos and positionals— tourists, if you will, that came from other games and seem to want FF XIV to somehow behave like the garbage pile they have just abandoned.
The people that complain about ARR questing on Novice Network are the more often than not the people that are literally rushing and skipping every cutscene and bit of dialogue to "get to the endgame" and "git gud". Much like the rest of the game, if you don't enjoy ACTUALLY reading through the story, then ARR isn't the problem here.I'm sorry but you speak for yourself here. Multiple others have described experiences of being dissatisfied with ARR and quitting and in Novice Network I frequently see sprouts complaining about ARR questing, but I have yet to see anyone complaining about HW questing.
I have been playing for about a month. So far, I have to say that ARR was not bad. It had some areas that could be cleaned up but you could see that so much needed to be set up story-wise that it was going to be a bit dense. I was not around before they trimmed some of the quests but I can see where the devs could trim a bit more. Overall, I liked the story and think most of the dungeons were good. My main gripe is just the number of times you have this back and forth to the same area. An example are the quests leading up to Castrum Meridianum. That could be condensed quite a bit with all the travel to and from Mor Dhona to get the salute and the uniforms etc.
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