I think they sadly overestimate how many people are going to want to do the whole extreme/savage/ultimate-level content they are planning, I'd see the 24 man one going the way of the 24 man in Bozja before long
I think they sadly overestimate how many people are going to want to do the whole extreme/savage/ultimate-level content they are planning, I'd see the 24 man one going the way of the 24 man in Bozja before long
Yeah, it'll probably have a huge engagement spike in the first two weeks and then fizzle out rapidly.




I’m still struggling to understand why square refuses to acknowledge the “I don’t want to commit to dealing with PF but I also want something that doesn’t put me to sleep”
Like is somewhere in the realm of Diablo armament, queen, Zadnor danger noodle, Zadnor Belias or southern front maths boss too much to ask for now and then
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
^thisI’m still struggling to understand why square refuses to acknowledge the “I don’t want to commit to dealing with PF but I also want something that doesn’t put me to sleep”
Like is somewhere in the realm of Diablo armament, queen, Zadnor danger noodle, Zadnor Belias or southern front maths boss too much to ask for now and then
But i believe its because they mostly nail stuff by accident.
They dont actually know what makes a fight engaging and fun, because fun is subjective by default.
For some reason however they got this weird idea that in order to make a fight fun, they increase the difficulty of it and that is far from ideal (more one shots, having to move/react faster and more frequently, less telegraphed attacks etc etc)

Long time lurker, first time poster, and a casual payer. This is what I want:
I want job design to actually reflect the classes they give us. Some jobs should be harder to master, others should be a simple macroed button spam, but can we please stop gutting the jobs, please?
In my mind FFXI was never a "trinity" style game, it was a quad style game. Yes there were tanks, healers, and DPS... but support roles actually did support. BRD and RDM are the two bread and butter examples, but the couldn't even beat out a healer. The truth of the matter is that FFXI was never very "Casual", but it wasn't unforgiving to casuals. Lest we forget, even normal mobs HURT. Easy prey mobs could and would absolutely stomp-down a solo player passing by, and that mattered.
You want good players? Teach them to be cautious players in instances prior to raids. We need less flashy blinding aoe's, and more subtle boss choreography. We need better congruent difficulty curves. That would slowly raise the baseline of what "Casual is" and to be accessible to disabled players like myself who are hindered by all of the junk being tossed around on screen, we'd be thankful.
Bosses need to do more damage, tanks need to TAKE more damage, and mitigation on a party wide scale needs to fall to the healers and the support DPS in ways that allow strategic, organic gameplay.
Make the gigantic and blinding aoe's more forgiving, particularly in tightly packed spaces (looking at you Lightweight M4). If you've literally got to smoosh against the side of the already thin area, and then dodge a back and forth aoe with 7 other players all crammed up on a tile, that's not cool. That's infuriating. I die on that mechanic every single time, and this isn't a "Get good" problem. It's a I can't SEE problem. So to be clear even as a casual, I'm not looking for "easy" content. I'm looking for "Feels Fair" content.
Finally, I want more ways to progress my character further outside of raiding. For example, Rift had a system where every level after your max one, you had a point and grid system that allowed you to increase certain attributes... FFXI had the meriting system... i'm not saying FFXIV needs to copy that idea, but I would like a progression system after max level that doesn't simply include raiding.
Give the hard core raiders what they want... but give me my own end-game way to progress... something the does make my character feel as though its getting stronger.
So a tl;dr of what I want:
1) Stop gutting classes.
2) I want more instances, not less of them.
3) Give casuals an end-game progression system that actually feels progressive.
I wanna add, its not just "cant see"... some mechanics feel like they expect you to sit on fiber being 20m away from the servers lol
Not its not always a skill issue, sometimes i can compensate for lag by moving early, sometimes i just cant avoid too fast mechanics - you die despite being 2x as far into the savezone then other players next to you.
Take the lag and add all the light and its... hard, but not in a good way lol
M4 its so hard to tell where exactly im standing bc of the other players and you know, the giant lasers around me >_>

I wanna add, its not just "cant see"... some mechanics feel like they expect you to sit on fiber being 20m away from the servers lol
Not its not always a skill issue, sometimes i can compensate for lag by moving early, sometimes i just cant avoid too fast mechanics - you die despite being 2x as far into the savezone then other players next to you.
Take the lag and add all the light and its... hard, but not in a good way lol
M4 its so hard to tell where exactly im standing bc of the other players and you know, the giant lasers around me >_>
This is so true, because I'm a North American player (and a live streamer), and I play with a friend called Kresh. This is a friend I made back in FFXI, but because of the fact we're both not from America (kresh is from the UK), I play on the EU servers, and raiding just... isn't fun on bosses that don't choreograph well. I do find it a tad infuriating that FFXI managed to provide a gameplay experience that allowed us to play on mostly equal footing no matter what server you happened to be on... but I'm not going to play on an NA server when most of our original linkshell from way back in the day happen to be EU based... this is a downside I have to live with, and I do... I'm not going to fault FFXIV for being more action oriented in battle...
But, what I can and will fault them on is that they should know life long final fantasy players like myself expect jobs to act a certain way, and when the jobs don't act that way at all, I not only lose out on my ability to contribute to a party the way I might like (PLD, RDM, BRD in fFXI) and (Bard in Rift). If that's the case, boss mechanics should be accounting for the fact that not everyone has perfect latency... I mean, after all, we're all getting older too. We don't have the same time to "no life" a game the way many of us did as young teenagers. We've got families, jobs, all kinds of other concerns that would take away time to practice on progression...
unless you have a static, you're kind of out of luck if you're a player like me... purely by virtue of where I live I will always be more weight to a party than I can personally contribute or midigate... At least Pictomancer is a very accessible new job because I have a bubble when I know I'm about to eat the floor dude to an unavoidable attack... if not, I don't know what I'd do with the increase in raiding difficulty...



This bothers me as well. I never fully agreed with their take of trying to make XIV more and more of an action game in an engine and tab target system that isn't fit for that, on top of how slow the tick rates are compared to the reaction time for some of the mechanics.I wanna add, its not just "cant see"... some mechanics feel like they expect you to sit on fiber being 20m away from the servers lol
Not its not always a skill issue, sometimes i can compensate for lag by moving early, sometimes i just cant avoid too fast mechanics - you die despite being 2x as far into the savezone then other players next to you.
Take the lag and add all the light and its... hard, but not in a good way lol
M4 its so hard to tell where exactly im standing bc of the other players and you know, the giant lasers around me >_>
But for CS3 if it works for Japan, it works for everyone.



*exceptionally push* :c
♥♥♥
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