Just FYI:
Unironically true. We do have enough content. We are getting more content than ever before with 7.2 onwards.
The real problem is the quality and replayability of the content we are getting.


If the jobs themselves were unique and intresting then maybe the content itself wouldn't be so bland.
You know what old interesting fun job design brought... replay value! it also turns easy content like dungeons into ways to learn your jobs and give you something to master in a safer environment.
But now because job design is bland and has no interest itself, if the content isn't that fun then its not like playing/learning a new job on that content would make that content any more interesting... Even if the content itself is fun the core of it is still bland because your job isn't really fun or interesting... imagine how much replay value could be added by having a unique experience on a different job.
This is the problem though. People can't just keep using the argument that it's hard to be nice to each other. It's like some people here came to the conclusion that the devs don't read the forum so they will thrash about with general insults like a prisoner in isolation because any attention good or bad is still attention.Does the box price of the expansion not count here? You are paying 40 dollars upfront just to access the new quests, raids, etc. on top of the monthly subscription.
I would much rather purchase elden ring knowing I am getting a well crafted 60 hour experience than to purchase a 40 dollar expansion and pay 15 dollars for a one month subscription each month for what you say is 27.5 hours of content each month, especially when most of the content in the game right now is a reskin of something we have had before.
Its extremely hard to be constructive when the devs don't listen or communicate with players well at all.



It's not (just) about the time you can spend on content but how well this time is spent. I'd rather have 1 or 2 hours of fun than 10 hours of blandness. The quality of content matters. You can spend a decent amount of time doing all your roulettes each day, esp. if you include the alliance roulette. But that doesn't mean it has to be fun. Roulettes are like a chore to me. Another example is the MSQ. The current MSQ doesn't have the quality it used to have in my eyes. Same amount of content but a vastly different experience due to execution.
I agree with Rithy255, the uniqueness of jobs was an important factor to keep content alive. Ideally, even if the fights stayed the same you'd still be able to experience them from 21 different angles as long as all 21 jobs were unique. Good class design would be such a good way to "increase" the amount of content we have by increasing its replayability value. It's mind-boggling that they decided to throw this away in their obsession to make everything either as easy as possible or to try to level the playing field so perfectly for high-end raiding that they killed any room for "tension".
Tension in the sense that not everything can be the absolute pinnacle of meta (something should be able to clear decently but not every job has to be the Nr.1 as long as they are fun) and tension in the sense that it's ok that jobs require some time to learn and that there is some friction when you progress with it. That it's ok if some of them are more difficult. That it's ok not everybody will like every job.
Ideally jobs should be designed so you can clear casual content even if you don't play optimised (at all) as long as you have the basics down but have lots of room for optimisation and improvement in high-end content (but if you want to go hard in casual content, optimise away). Simple basics, complex mastery. Low skill floor, high skill ceiling.
The fact that the devs have shackled themselves to statistics like win and pick rate has completely blinded them to the aspect of enjoyment it seems. They seem to think that "winning" alone is the epitome of fun. So as long as people win they are happy. They don't consider that it also matters how you win. If they make a job so strong that you basically need to play it to be "competitive" then people will pick it out of efficiency, not due to personal enjoyment.
But the devs seem to think "Let's make X too strong to ignore --> Oh wow, many people pick X! --> Many people must love X --> Our approach of dealing with X was a success --> Let's stick with this approach!"
There's a reason why I'm only playing PvP at this point. Even though we barely get new content (new maps) I can still spend hours on this mode having fun (Fun! In FF14! Devs, imagine!), even though it's just a minor game mode, because the quality of my gaming experience that the variety of the classes and the inherently random nature of matches provide keeps me engaged.
(I'm begging the devs not to mess this up and homogenise PvP jobs as well. Please cherish their uniqueness.)
I have fun being able to switch to different classes and having a completely different experience compared to the match before. And I enjoy spending time on learning and mastering jobs, solving problems and improving instead of mindless grind for levels and tomes.
The fact that this side activity is designed considerably better than their main gameplay shows the sad state PvE is in, but also that PvP could really thrive if it was given more love and care by the devs.
Last edited by Loggos; 03-17-2025 at 08:26 PM.
I will say this we do not lack of content in the game overall but we lack max LV content as it is and is release 6 month after DT release so we have a year and a half to do everything like both of the new thing that will release should release in 7.1 and not 7.2 and crafter have it before to so if you aren't a crafter or don't enjoy crafting well to bad gonna wait longer
immaculate bait
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