I'm assuming you don't read patch notes? All alliance raids except the crystal tower series got an exp and tome increase with the higher the level the more the increase..
I'd be with you on that if this was the OLD Crystal Tower, where we had to actually DO mechanics. Now everything is just burst and be done.Community suggesting changing CT into a 4 man now, likely removing a good introductory 24 man raid with unique mechanics for new players in the process, and also likely making it even harder for new players to get used to the later 24 man raids, while also increasing the chance that players might not even unlock them. Also, will have the consequence of moving the most common raid popping up to Void Ark.
I'm level 90 and lol tomes that are capped all the time. I read the patch notes. So let me ask you again. What could I possibly gain from choosing to run a level 70 raid?
I'm assuming you saw my level? It's right there, under my name.
Except it isn't. Maybe to you it is now, but that's just not true.I'd be with you on that if this was the OLD Crystal Tower, where we had to actually DO mechanics. Now everything is just burst and be done.
I'm level 90 and lol tomes that are capped all the time. I read the patch notes. So let me ask you again. What could I possibly gain from choosing to run a level 70 raid?
I'm assuming you saw my level? It's right there, under my name.
I died over and over in WoD my first and second and third time. The eyeball monster thingy with the floor colours and Doom and Cerberus with it's A and B and C mechanics are unique for first timers. They serve a purpose.
Even the platform of four, as annoying as it can be at times for people to listen, serves a purpose. I think I've only ever seen 1 tank in that step, stand in the middle and pull the mobs into range of the casters to kill, while the melee focus down the big thingy.
And people still die to Meteor all the time, and people still die to the last boss when they greed all the time. All those serve as lessons.
Did people seriously think the fix will drastically lower the # of CT raid popping? omegalul.
That's what I think. SE should stick to a vision. On one hand people ask for the most boring dungeons because having consistent EXP is somehow better then having fun and on the other end of the spectrum you're not allowed to have interesting abilities because the colour of your parse might dip.
To be fair if they decided it stays exactly as is I'd just bow out and do the MSQ and unsubscribe till the next expac. I already take prolonged breaks regularly.
It's just a shame since I started XIV (and endured 1.0) because I liked how it was. Nowadays it's just shallow.
I think SE kinda stopped caring about keeping players. Not because they're malicious or something stupid but because that model works for them. Who knows. The funny part as that people love to say "oh, I'm just burnt out" when in reality all my friends who quit were just bored. lol
Only takes me 10-13 minutes to get a copied factory to pop vs 40+ so I'd say it did something at least.
I would be inclined to agree with you, if it wasn't because SE addresses feedback with the grace and delicacy of a sledgehammer hitting a china vase.
Things are hard? Make them too easy. No one does Variant/Criterion? Make it Savage. Class balance? Make it an the same. It's like a monkey's paw, and that's why I would duct tape anyone who complains about how gearing works nowadays. The community asked for improvements, not for polar opposites, this creating new issues.
We are clients, this is a service, we have the right to complain and want better;asking people to just accept things is consumerism.
How long did it take SE to address the Endsinger complains? A little over a year, and all it took was defaulting to a setting that's already in game plus stat adjustments during the second phase. Why haven't they done the same for older content? Are you aware we have one of the worst new player experiences of any AAA MMO due to the false impressions that ARR questing and difficulty give to people? Why do you think nowadays you still have to tell sprouts things get good on HW?
The playerbase isn't a single unified entity. Treating it like one is a good way to fail.
To be fair on SE, they only have finite resources, so compromise or aiming for good enough is all they can do. However in other cases it makes more sense to separate people into groups and handle them independently.
All of that is more in general than in the specific case of the alliance raid, I think this issue is more about a lack of communication. The problems with ilvl lock were pointed out early, but they were never acknolwedged by SE as far as I know. Some two way communication could have helped in getting more varied feedback or by providing information on SE's limitations so that players could give more relevant feedback.
Saying that feedback should be ignored is pretty short sighted. I'd rather fix things than just throw them out completely for being imperfect.
It's so funny that people just see FFXIV as a chore game to blast through. Any inconvenience is a "waste of time". What does that say about the quality of the game? This is the same mindset as that other MMO--you know, the one that turned into a toxic cesspit. No wonder devs are dumbing everything down. People want the least amount of content possible so they can log off and resume their other games.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.