If you think the core loop or job design philosophy is going to change, you're in for a rude awakening.
If you think the core loop or job design philosophy is going to change, you're in for a rude awakening.
Most people should have realised this by 7.0 that nothing is changing, they even stated they weren't going to simplify more jobs despite Black mage and all the changes in 7.0 to further build upon endwalkers simplification, so even when they say 8.0 will have job reworks we should remain doubtful.
As much as people are holding out hope for 8.0 everyone should keep expectations very low.
I want them to pay the sub fee to me, not vice versa.
I want all my retainers to become real people, sent to my house, to do my laundry.
And I want a magical glowing sword so I can finally get the respect I deserve from my neighbors.
SE, I'm waiting!
Everything except Zenos, hell no. For a first time something dead should stay dead.
We have far too many revival (looking at you the white head cat lady).
And yes Poochy please return to us
A diverse and uniqueness of jobs are welcome, but I think they should remain the in their role. Like 4 tanks would stay tank with different play styles, as with 4 healers and those DPS.No matter what you do job exclusion will happen due to stupid reasons. You can even still see jobs underperform and not be meta despite everything we've given up for "balance"
Game is held back by being too scared of job exclusion or a actual "meta" forming, because of this we have safe plastic fake balance, which truly does hurt my interest in job design entirely as theirs no real job to be invested or feel like my pick has anything interesting.
I can understand not wanting to go back to HW design or not wanting the game to be imbalanced, I agree to a extent that we shouldn't just revert to old designs, but we've given up so much in terms of job design where honestly the game for me would be a lot more interesting and fun if they took even a slight risk towards making jobs feel unique, theirs no point in having 21 jobs if we actually only got 4 (tank, melee, ranged, healer)
Talent tree or perk that change the basic role like WOW or SWTOR will be a big no for me at least at the current status of game and the track records of the job balancing team
If it means I can be a melee healer then that would be great for me I'm sick of healers being mages and mages only.A diverse and uniqueness of jobs are welcome, but I think they should remain the in their role. Like 4 tanks would stay tank with different play styles, as with 4 healers and those DPS.
Talent tree or perk that change the basic role like WOW or SWTOR will be a big no for me at least at the current status of game and the track records of the job balancing team
Though If they choose to stagnate I much rather they just try things instead of being scared, hence I rather they do cool and interesting stuff instead of keeping this design
The main issue with Eureka in the beginning was that they hinted it would be a FFXI experience. Problem is that it's more like someone talking about FFXI and someone else trying to program it, only listening to the bullet points.Isn’t Eureka the attempt to give some old MMO feel back into FFXIV. Dangerous open world, grind fest, elemental resistance, content work best with a group. However, I remember the reception was mix, complain include long grind, grouping barrier with friends that out level you, FATE train being the most viable way of levelling and if you miss it you miss out a lot.
I was in JP dc back it SB era and even in JP dc it wasn’t a very well received content
So it was grindy because FFXI was grindy, but XIV's combat system is not really made to be chaining monsters en masse with how often you press buttons. XI's combat system was engaging auto attacks untill you got enough TP, then did a weapon skill, perhaps coodinating with the party for chain skills and magic bursts. And since ou didn't press a lot of buttons, you actually had time to chat in combat.
And the dangerous world, XI always had a rabbit that could kill you, but monster placement was mostly well laid out. In Eureka they just dropped a clump of monsters in an area.
In XI, all monsters had an elemental alignment, so fish and crabs were water based, resisted water and fire, and were weak to lightning. Since XIV couldn't really do actual resistances for monsters, we just got the elemental wheel.
Players quickly picked up that fate trains were the way to level, and it also gave the crystals for weapon upgrades. And then they released Pagos where the pop chance was much worse than Anemos, slowing it all down a lot.
I mean, I'm out after the FFXI raids are done unless I see some significant changes, or at the very least something more tangible than that "please look forward to it" crap. This entire expansion has felt like a cheap knockoff of previous expansions with the story. While the dungeons and fights have been way better, battling is still so thoughtless and boring that I struggle to even stay awake if I play after a work day. Also, 6 years waiting for hats or the promised hairstyles on viera/hroth to make up for no hats is so freaking dumb. I have shit I paid for pre-viera that I still can't use because they can't be bothered. They dropped the ball and released them in that state but still want our money but don't want to do the work, don't really care what their excuses are at this point. I have zero faith in them as developers. And yeah, until the FFXI raids are done, I'll remain here complaining about it because you can't access the forums if you aren't subbed and they don't give you exit interviews when you leave so this is the only way I can say how I feel about the current state of the game.
Coeurl - Astrologian - Wannabe Fisher
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