Is this actually fun for literally anyone?
Is this actually fun for literally anyone?
It's fine.
I feel like this is another troll thread, but you know what? I'll bite.
I dislike the 2 minute meta, mostly because of the changes to job flow from 5.x to 6.0.
For me, peak job flow was 5.0, but I was best at my job during 4.x. The reliance on job buffs and all made combat less fun. Especially since they force disengage mechanics in at the 2 min mark in most fights.
It just bothers me that it forces the game to be more orchestrated. when i play ffxiv i feel like i'm always watching a chess replay and memorizing it. I miss the old days of mmo like tera and cabal.
Troll thread or not, I'll comment.
The two minute meta is awful. It makes gameplay both incredibly rigid and boring at the same time because most jobs have practically nothing to do because they have to all funnel into exactly two minute intervals. The few 90s abilities now feel... hollow as they just can't of exist but don't often factor into your burst. Salt and Darkness, Bunshin and Riddle of Wind could all be deleted without changing a thing about each respective job. Hell, they had to change Bloodfest from 90 to 120 because it caused issues with Gunbreaker's damage in burst windows.
Worse then the above is every job feels too similar nowadays. Spacing out buffs allowed for some sense of individuality due to having to take into consideration what timers your comp played into. One minute Trick Attack meant Dark Knights could plan their Floods within those intervals instead of aimlessly dumping gauge to avoid overcap. Speaking of Ninja, it's been among the hardest hit. The job has virtually nothing to do outside of two minute bursts except spam 123 and the very occasional Bhavacakra.
The final insult to injury is this new shift didn't even accomplish the intended goal. Casual players still press their buffs on a whim because they don't really care to align everything. What's hilariously ironic is this actually made things worse for inexperienced players despite it supposedly being easier for them. A death nowadays is significantly worse than ever before. You have no way to mitigate your loses going into a two minute window. God forbid you die during said window. Now everything is completely misaligned and you've not only punished with weakness but have de-synced your buffs from the raid. So either you sit on them for potentially over a whole minute, losing even more damage, or you screw your team for the remainder of the fight.
If the dev team is set on making buffs easier to manage. The solution would be to make them almost entirely independent from the party (i.e. like Large Charge, Huton and etc). Yes, this heavily removes party synergy but that is a far better alternative than the mess they've come up with for Endwalker. My preference would be to revert the whole thing back to Shadowbringers or even Stormblood and let jobs run on different timers.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Its stupid. I want classes to each have their own burst times and windows. I get the philosophy behind the 2 minute meta in order to encourage syncronized team play but its too detrimental to the combat experience because of how strict it is.
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I was under the impression they did it moreso because JP players of certain jobs complained that their buffs didn't align with 2-min bursts. (MNK etc.)The final insult to injury is this new shift didn't even accomplish the intended goal. Casual players still press their buffs on a whim because they don't really care to align everything. What's hilariously ironic is this actually made things worse for inexperienced players despite it supposedly being easier for them. A death nowadays is significantly worse than ever before. You have no way to mitigate your loses going into a two minute window. God forbid you die during said window. Now everything is completely misaligned and you've not only punished with weakness but have de-synced your buffs from the raid. So either you sit on them for potentially over a whole minute, losing even more damage, or you screw your team for the remainder of the fight.
Though the end result is the same anyways. I wish they developed in a direction to make 90s cycles just as viable as 2-min.
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