Quote Originally Posted by Wildheaven182 View Post
People who say it's too hard are understandable. FFXIV has terrible difficulty curve, it doesn't teach you how to be better at the game as you play it. There are subcommunities of rpers, socializers, and plotwatchers who really only use the game as a social media platform. They aren't interested in the gameplay beyond clearing mandatory content one time ever.
The fault is on Squex/CB3, not on them for not getting good, because the game doesn't teach them how to get good.

In line with wanting glamors and such from content they can't clear, they seem to have forgotten that they are playing a video game, not a 3d avatar chatroom.

The game lacks reactive gameplay, the healer problem is the perfect example of that. The difficulty is in perfection of execution, memorization of puzzle mechanics with no rng. It's more like studying for and taking a test, like savage raids, and normal content is just the lite version
I'm sorry... what? The game absolutely teaches you how to play it, but not with tutorials (outside of hall of the novice, which is extremely basic). It teaches you how to play the same way NES games taught you how to play. The game presents a scenario that you will either pass or fail. If you fail, you're given another chance to try it again and learn from it. This is a method of teaching. The game typically takes things a step further and clearly indicates whether or not you passed or failed that scenario by, USUALLY, giving you a negative status effect if you fail it, even if failing it doesn't mean you die. This is negative reinforcement training. It's a teaching method. It works fine for the vast majority of players. What the game DOESN'T teach you is how to properly play your job. This is for two reasons: 1, the player base will figure that out anyway, and they'll create their own teaching reasources (the Balance for instance). and 2: The devs don't want a cookie-cutter rotation for the jobs that has to be followed at all costs. This is why practically every job has multiple openers, rotations, burst windows, etc... Sure, some may squeak out a bit higher performance than others, but all are capable of clearing any of the content. This is literally the only part of the game that's not actually taught through gameplay, however. Even the most punishing two things in the game (BA and DRS) are fully taught to the players through gameplay.