PS5 has an SSD right? that'd be whyAt least the PS5 version is infinitely better. Currently playing it right now and its surprisingly smooth. Dont know how they managed to make the load times so snappy that it even rivals the PC version but yeah theyve finally nailed the console version in terms of performance at least.
Bumping this as this problem is now happening in the newest ultimate due to the number of buffs we get in there and our collection of painful pictures to look at is just growing and growing.
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It's gonna take them this being an issue in an Ultimate with a trillion debuffs to fix this rubbish.
But I'd lose my mind if I threw a p3 pull away because of buff capping.
Hopefully the increase the array size to 128 or something.
It's why they're slowly but surely deleting dots from jobs and why we can't have a proper dot job.
I think that everyone's dots showing up on the bar is an issue and it should only show your team's buffs and dots.
Basically have each team, dots/debuff count as a seperate entity from another team's and have it's count as one source of damage from xyz team rather than 8 different dots from 5 raid teams.
I'm not a math person, but wouldn't it be easier if 8 different dots counted toward one source of damage over 5 raid teams attacking the target than 40 sources of damage?
8 dots compressed into a multiplier as 1 source over 5 teams.
So the target would be hit with only 5 sources rather than have the bar explode with so many.
Buffs could have a stack design where it would show raid buffs times X, barriers and regens stacked in different categories. And if you wanted to show what was up, hovering over it. Your buff would be indicated by green text like it is now, if not then it would be white if you didn't have one up.
I remember when this was an issue in WoW Classic, but for debuffs...
...for 40-man raids.
...this is 8.
Phase 3, with all the debuffs and patches.
Get too many, you can't stand in the right place, wipe.
Don't use all your buffs, don't do enough DPS, Wipe.
Almost like a 2 minute "all in" buff cycle does not combine well with this ultimate.
Makes me wonder what the internal raid team used as a team comp for this.
Having this happen in DRS is one thing but for it to happen in 8-man content is 100% unacceptable.
To be fair, WoW's buff/debuff cap was considerably worse. Back in the original release, the maximum number of buffs/debuffs something could have was 8. This was quickly raised to 16 in an early patch, 40 in the first expansion (The Burning Crusade), and later on made effectively limitless. WoW Classic, meanwhile, locked in the cap at 32, which is better than the original but still pretty terrible, handicapping any class that relies on more than one debuff for damage.
Also, the way it worked was that newly added buffs/debuffs would purge older ones, which is different though no less awful than FFXIV's, wherein newly added buffs/debuffs fail to be applied at all.
Still, doubling or tripling the buff cap in FFXIV shouldn't be an issue for the devs.
Maybe, but they didn't have hindsight & modern technology, and they didn't wait til years later to start fiddling with it. Furthermore, internal testing should have picked this up. They did specifically increase patch cycle timing to have time to polish.
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