I agree -- not in the way most people think about it, at least.
The benefits of talent trees are:
-Giving SE more flexibility to add new, fun things to the jobs without contributing to button bloat.
-Keeping the playstyle of each spec feeling fresh, even if every player is a meta slave; when the meta shifts, it forces people to adapt to the new builds and the playstyles associated with those builds, which keeps things fresh.
I don't know that either of those things are worth the opportunity cost or balance problems caused by talent trees.
I've gone back and forth between FFXIV and WoW quite a bit. I like FFXIV better overall, but every time I switch I find myself saying, "Why can't I just combine the best parts of both games?"Concerning looking to other games, I have nothing against that. ARR is basically yoshi p sending all his staff to play wow so they understand how modern MMO's work lol.
But there's also reasons why we play FFXIV in particular and not other games. (not saying no one that plays FFXIV plays other MMO's with this lol, before someone calls it out)
The ultimate end of "We should take things from other MMO's" is all MMO's being the same.
So perhaps best to be careful with this.
WoW has Mythic+, more varied class design with less homogenization and more utility, and more varied encounter design that benefits from that utility.
FFXIV has everything else. If you could add those three things to FFXIV, FFXIV would be perfect.
Oh, and WoW's responsiveness, which, thanks to the busted engine, I unfortunately don't see FFXIV ever being able to replicate even if they tried.
For me, talent trees are very, very low on the list of things to steal from other games.
Last edited by Jinglypockets; 07-28-2024 at 04:05 AM.
I played during shadows of luclin. It was amazing at the time, but by modern standards lol... oof.
I don't think it's possible to even walk that back at this point. We'd need an entirely new game. I don't know when they'll go like "Okay, we've done enough with FFXIV, maybe time to move on".
11-14... maybe 17 will be a mmo ? (͠≖ ͜ʖ͠≖)
Games have changed engines before, but all of the content is designed around how poorly the game/servers work together in this particular case.
And there's a lot of it. People are used to the silly things this causes at this point too, and losing these habits would probably create friction, so there's barriers to even trying.
Last edited by jdtuggey; 07-28-2024 at 04:43 AM.
The ARR dungeons during the ARR era were harder than all the DT dungeons. Like, by far. Can't say the same of the trials because they have improved A LOT since ARR. But the dungeons? Almost every dungeon had "everybody dies" moments, shenanigans, dps checks, calculated pulls, unpredictable mechanics and a lot of mechanics that were way harder than the ones in DT. My gosh Diavolos and his damn doors, Braylox and the poison dragon autohealing, the one with the gigantic Tomberi that would oneshot the people when catching them...i really don't get the difficulty complains.
Personally I don't know why everyone likes these dungeons. The smaller enemies still require 0 mechanics or thought to clear and there is no interaction with the environment at all. These are just glorified hallways with 3 bosses at the end. The only time i've ever seen the dungeons have anything even resembling a mechanic is when the Tonberry chases you in the ARR dungeon, and the waves that push you back in The Swallow's Compass in Stormblood. Why do the dev's hate dungeons so much? They put almost 0 effort into designing them besides the bosses.
Because the VN players complained that the leveling roulettes were longer than 10 minutes and they didn't like having to play the game that long. So they dumbed down EVERY SINGLE PIECE of dungeon content since then. My favourite dungeon was the one with the Tomberi chasing.Personally I don't know why everyone likes these dungeons. The smaller enemies still require 0 mechanics or thought to clear and there is no interaction with the environment at all. These are just glorified hallways with 3 bosses at the end. The only time i've ever seen the dungeons have anything even resembling a mechanic is when the Tonberry chases you in the ARR dungeon, and the waves that push you back in The Swallow's Compass in Stormblood. Why do the dev's hate dungeons so much? They put almost 0 effort into designing them besides the bosses.
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