You are correct. It's not keeping anyone at any cost. It keeps a select group of people at any cost...people who are not even IP or brand loyal and just want a dev team that will do whatever they say.My implication is that the decisions that led to the current state are bad because they are the trying to keep people at any cost. No one actually wants you to unsub. They want your money no matter what they say or do.
I agree that good decisions would be a better way to keep people and I agree they aren't making them. But I still think they're make decisions to try and keep (the wrong) people. Like making healers the way they have.
Maybe it's more like this.
The FFXIV team wants to do anything it can to keep you because it's their job and the big Square boys above them need the cash to spend on more bad business decisions. And between budget constraints and trying to keep the playerbase growing at the same time while making choices that discourage some of the current veteran players, as long as it's not too much and the number of concurrent players gets higher overall and makes the number bigger for now, we get bad game design.
All is in service of big player number.
That's how I feel, hopefully that clears it up a bit.



I think the best solution is still a compromise between both sides: If the game detects the tank(s) is the only one left alive in light/full party, the game immediately starts a 180s countdown to a hard enrage.
With that one simple change, if a tank wants to kill the boss when the healer goes down, they're now forced to work together with the DPS and keep them up or face a 180s hard enrage.
This means tanks can still kill bosses after the healer goes down if they work with the DPS, it also means that tanks can no longer waste everyone's time by focusing only on themselves and then soloing the boss from 80%.
Plus, since the enrage only counts down when the game detects only tanks are left alive, that means there's no pressure on the casuals either.
How about instead of antagonizing the tank because the party sucked, he get a stack-able and permanent 2x damage buff every 30 sec ? Everyone is happy, the tank got his anime moment andthe losers on the groundother players don't wait for too long.
Let's go even further to make it more dramatic, at 5 stack you get a 30 sec doom debuff and unlock a new damage lb for the tank that reduce his hp to 1 and make him invulnerable until it's over.
Only available in normal/alliance raid.
I’d rather not have all bosses require a fixed number of players to be alive for the fight to continue, because this would also outright prevent soloing even if you didn’t enter with a party in the first place. “Boss enrages if (insert number) players have been dead for (amount of time)” would be preferable.
This is objectively untrue, especially for DPS. They’ll eventually die to raidwides and other unavoidable damage without outside intervention. Nobody will die if everyone plays perfectly, but playing perfectly as an individual isn’t enough to guarantee your own survival on most jobs.
Having a generous enrage timer wouldn't really place any pressure on the casuals...
There should be room for error in normal difficulty, but you should be required to at least be able to perform some basic DPS and be able to avoid telegraphed attacks.


Pretty much. Setting it to 5 minutes after the average midboss, boss, trial, and etc; completion time should make it a non-issue.
EDIT:
This is also a good idea.I think the best solution is still a compromise between both sides: If the game detects the tank(s) is the only one left alive in light/full party, the game immediately starts a 180s countdown to a hard enrage.
With that one simple change, if a tank wants to kill the boss when the healer goes down, they're now forced to work together with the DPS and keep them up or face a 180s hard enrage.
This means tanks can still kill bosses after the healer goes down if they work with the DPS, it also means that tanks can no longer waste everyone's time by focusing only on themselves and then soloing the boss from 80%.
Plus, since the enrage only counts down when the game detects only tanks are left alive, that means there's no pressure on the casuals either.
Also, making phoenix downs usable in battle so we can throw one a healer if they go down would be nice.
Last edited by Shinku_Tachi; 08-08-2024 at 08:55 AM.






No, they should only be for High end duties and not normal ones.





The new Gaius fight in the Praetorium has an enrage mechanic if you let his gauge fill up. Had a group let it fill just to see what happens before. It's kind of impressive when it goes off.
Ultima Weapon also has an enrage mechanic if you don't kill him before Ultima goes off. Those are both level 50. They're not based on timers but they function in the same manner to instantly wipe the party.
|
|
![]() |
![]() |
![]() |
|
|
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.


Reply With Quote



