Spoiler alert, it's never the right time for haters. Ignore them lol.
While I'm at it, it's also never the right tone or the right person delivering it.
Spoiler alert, it's never the right time for haters. Ignore them lol.
While I'm at it, it's also never the right tone or the right person delivering it.
Island sanctuary is the worst example of thisI've always thought this has been absolutely true, at least since Endwalker, of this game. The team is busy curating lots of content that seems completely based on stereotypes of players.
XIV absolutely reeks of metrics, studies, surveys, etc. It has utterly lost any strong sense of creative decision making FF is known for outside the narrative.
It’s like they saw everyone playing animal crossing during Covid and decided that a bad farming simulator was as the way to add content to the game
Island sanctuary doesn’t feel like anything a 14 player would have organically asked for
Yeah it's kind of like..it doesn't really matter if 0.1% of your game appeals to x audience, I don't think that audience is coming to XIV. Animal Crossing players are not going to join XIV becuase of Island Sactuary. So who is it for? People who wanted a housing solution were let down. People who wanted a relaxing new lifestyle segment were let down. It's for...spreadsheet slave managers?? I just don't get it, personally. At least they get a hot tub for their days off I guess. Moreover it compounds with the problem of rewards. Since rewards in this game are so limited-- currency, Glam, mounts, weapons perhaps, uhh dye, materials? The more content you make, the harder it is to justify. See Criterion. Additionally it leaves the question of leaving existing assets to waste..the open world for example has so much potential but remains stale. Legacy side things like beast tribes feel very not iterated upon. They gave up on exploratory zones when it may have been better to iterate on them and keep trying, but thankfully we will see their next try in Dawntrail. Idk, I think they have two problematic obsessions-- the first being the audience thing and the second being unmanageable acceleration of new content and new jobs.Island sanctuary is the worst example of this
It’s like they saw everyone playing animal crossing during Covid and decided that a bad farming simulator was as the way to add content to the game
Island sanctuary doesn’t feel like anything a 14 player would have organically asked for
No, ratio is when a post gets more replies than likes (or also retweets in the context of the bird app). They were pointing out the post had many more replies than likes on the original post. Not really sure it holds as much on forums since it's more common on something like the bird app to like or retweet something but not reply to it if you agree. Here you'd make a post as well.
It's literally not..you can Google it. Multiple sources will confirm to you that ratiod == a reply that has more likes than the post it is replying to.
https://www.capitalfm.com/internet/r...y%20been%20%22
small rant in coming about island sanctuary: It was like they were trying to capture farm sims like stardew valley but only read a paragraph and got ideas off it without considering how in depth stardew valley is and how that farming sims work well when it isn't empty (you do have mammets but let's be honest, they make poor company). Island sanctuary feels really shallow. Worse yet, leveling it feels horrible because it is always the next level- not really much about the adventure between levels. The gathering feels shallow, the gardening is shallow, the fishing is literally nothing, and you can't do very much with the animals. It is something to do but once I collected the materials I need and have done all of the basic tasks (tend to the garden for 2 minutes, care for the animals for 1 minutes, spend 20 minutes gathering, checking up on the workshops and grainery) I have literally nothing to do. It feels almost like an idle game. I don't see myself enjoying it longterm and getting bored.Island sanctuary is the worst example of this
It’s like they saw everyone playing animal crossing during Covid and decided that a bad farming simulator was as the way to add content to the game
Island sanctuary doesn’t feel like anything a 14 player would have organically asked for
Do you know what players do want for side content? The old crafting and gathering systems to be restored at least to some extent. Job quests (since after level 70 you are done learning from job quests I can see job quests as being nice side content). Housing to be fixed and players being given each their own home they can upgrade and decorate.
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
Two - what does OP's "not running difficult content" have to do with her specific feedback, or feedback from the majority of players that don't do Savage or Ultimate content, but do all the rest of the game?
Three- there have been years of feedback prior to the specific dungeon you're discussing, it's not about just one group.
Four- OP posted the initial post, however the comments were not solely her idea. I would also point you to the number of likes. It's not a perfect metric, however I do feel that it gives some indication that that they're shared by a an unusually high number of people for the OF.
Five- If you feel useful in roulettes, great! I mean that seriously. Many people don't, especially with body checks- they're really a skill issue for healers. You can't really save someone. You can raise them- but you can't "pull off a save". The skill set isn't the same, nor is the feeling.
Finally, why should ultimate be used for a reference aka 'just play ultimate" ? Most players won't ever do that content. Mind you, referencing people as "mouthbreathers" doesn't exactly bode well for your reading this.
2- Her feedback is based on limited experience. Healers and tanks need to be this powerful for hard content and no healer strike will prevent this. The only fix for this issue is to vastly increase the damage output from dungeons and make them artificially harder that way, give healers some more dps buttons and be done with this. The reason healers are so boring to play with their rotations was because players complained before about them being hard, and now people are complaining again that they are braindead to use.
3- I did not specify any dungeons. Nor am I excusing the bad fact that It can be cleared without healers. I'm pointing out that in the vast majority of groups, healers are very much a necessity not only because the game forces that on duty finder but also because players die to stupid mechanics all the time. Which goes against the statement that healers are becoming useless.
4- It's an arbitrary number. The majority of people's main city is Limsa. Does that make it good for you? Probably, but a high number of people prefer gridania over it. The analogy I'm trying to make here is that not everyone is going to agree with those 355 likes (right now), which surprisingly is a very low number for FF standards.
5- Thank you!
For the last Question: Healers and tanks are so overpowered on healing and defensively respectively, difficult content must be clearable with the job kits and as a result everything that is not hard in this game is just easy regardless of the job you play as.
There is no inbetween here, If they close the gap in difficulty between the hard content and the casual content they will loose players because they will complain about the game being too hard.
Is there like...any actual proof that players will just quit the instant they can't faceroll content instead of the more natural response of learning to play better?
We're not talking about suddenly turning the game into Dark Souls, because there already are semi-meaningful healing/mit checks in some normal content. I doubt that simply making those more frequent is going to alienate people if they can be solved by simply suggesting to a lacking healer that they hit *insert cooldown* during *insert mechanic*
heres the thing players did ask for island sanctury because they wanted&Thought it would be instance housing and it kind of is instance housing but not in a way that players wanted instance housing to be and i agree to Some points in the OP manifesto but not every single thing and the only thing i would change for healers other than Sage is that they get Kardia like Effect integrated to them like Medica should have AOE Effect Similar to Kardia integrated to it and Glare Should have the DoT effect of Dia integrated to it then they could make Dia itself into an AOE Variant changes like that are the only thing healers need but i for one will not participate in the strike itself because i dont see the point of it anyways and the timing is actually bad because early access is a thing and if you want to heal properly go do ultimate/Savages/Extremes yes there are those who do them without healer but those are only a select few and they do those runs just for the fun of it they do it for Shits&Giggles Those kind of runs dont count and healers are still very much needed in ults and savages/Extremes.
dungeons are dungeons they are not supposed to be stressful like some content is even as a healer you arent barred from any content even the story based content and dungeons are meant towards more on the casual side of things if you really want to heal during dungeons then do it with NPC´s instead
I just want to point out that we don't actually need every part of our kit in harder content like savage.
I've cleared savage floors with tanks that don't use half their kit (No Rampart, no Reprisal, no Equilibrium, etc), I myself often forget Kardia. Saying you absolutely NEED every part of your kit to clear is simply untrue, because if it were true, there would be no leeway whatsoever and you'd have to play perfectly to clear hard content, which is not the case.
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