PvE combat Content feels so Empty Excl. High-End Raiding, Square rehashes an overdone formula of the same behavioral TrashMobs with Bosses redoing the same mechanics that never changes in Difficulty. After years of that Formula going into EW? it is radiantly " Barebones ". It does keep XIV very player friendly + provides good pacing for your 1st MSQ run, but extremely dull if you have to repeat that content ever.
- Casual PvE difficulty should remain the same
Heard/Read this often. Zero qualms with it. MSQ/Open World Mobs/Fates/Dungeons/Normal-Raids/Alliance-Raids has a nice barrier of entry to XIV's Skill-Floor. Great for new players.
- Meaning Engaging PvE combat comes from what?
There's Deep Dungeon/Eureka/Bozja/Criterion/Extreme/Savage/Ultimate. While there's enough to nitpick here? to simplify... There are players who don't care for how engaging or complex Fights/Mechanics can be vs how Fun of an experience x content is when running through it with their favorite Job. And there's the issue...
- Job-Design Gameplay is Terrible
Tried Healer/Tank on my 2nd account. I knew it was bad, but not this bad. The metaphor? Square gives an abused Harmonica, with few music sheets to play it with. Can play it slower or faster, but that's how I would describe playing DPS. Cut the Harmonica in Half and that's Tank. Replace the instrument with a 1 finger hole flute and that's how I describe Healer, it literally " Blows " ( hehe... )
- Square erases Job Flare/Flavor/Depth, because...
I have no idea... Beating the unique feel out of Jobs seems to have zero benefits to our gameplay experience. I can't tell apart Jobs anymore, they all function so similarly. If you told me Tank/Healer were 2 roles with not 4 Jobs but 4 Skill-trees, I wouldn't argue it at this point. 90% of XIV's Cakewalk content? demands Job-Design to shine, cause that's all there's left. Instead, how boring Jobs are becomes " Glaringly " obvious. ( That's a WHM pun... nevermind )
Square won't increase the difficulty of certain content because it probably just will be met with backlash, which is fine. Keep most player-friendly. But there's a clear desire for players to do more on their beloved Jobs if they don't do that. And it's not to increase the Skill-Floor, but add optional Skill-Ceiling to master. Allowing players to express their Job mastery wherever they go, not just High-End... everywhere. This is what I find sorely missing in XIV out of any MMO I played. Mastering a Job or Jobs means very little. Just faceroll that keyboard. Don't like that? Go Raid then don't die and faceroll that keyboard. Yes the game is balanced, but perfect balance is near unobtainable anyways, so at what cost was it?
- My personal hot-take...
PvE Combat Content comes and goes at varying excitements, boredom and difficulties. Regardless if you like Casual or High-End? you're going to have to pick a Job to do said content with. So the Job designs better be stellar. Not tolerable, not kinda okay, not spam 1 braindead button, not I duct-tape a keyboard around my forehead and faceroll another keyboard with it ( wait wha?... ) No... Amazingly Fun. But it seems sadly that Gameplay from Jobs seems heavily simplified, streamlined and neglected.
I love XIV still, for everything it has to offer. The MSQ, the Community, Friends, Gpose, Housing, Achievement farming, the Sidequest stories you name it. It is great! But if there is one thing I dislike the most? one big thing... its the current terrible Job-Gameplay experience, mhm.
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