Nothing, my sub is expired and now I'm just watching from the sidelines.
Nothing, my sub is expired and now I'm just watching from the sidelines.
Curious how unfun is in the eye of the beholder, does it?Those RPG elements were a decently big part of what I derived enjoyment from when I first started playing back in Stormblood. The fact that they're now gone is definitely a factor in why I feel combat isn't as fun as it used to be.
I remember Yoshi-P talking about debuffs that affect movement like heavy and bind sometime around EW launch, and how they were "unfun", especially when applied to the player (I could very well be misremembering such a conversation, it can be very hard to keep track of what he says sometimes). I get the sentiment when it comes to more annoying dungeon designs like old thousand maws, but sometimes those "unfun" elements are there BECAUSE they're something we want to avoid; don't want your casts getting interrupted? Don't stand in the AoE that would silence or paralyze you.
The "unfun" elements are there to make the fun elements more rewarding, stripping those away makes playing incorrectly only a minor inconvenience to playing correctly, and sometimes leads to better outcomes than playing correctly because the consequence is minimal and the gains may be more than worth it; why bother moving out of an AoE that'll only tickle you when you could get that Flare cast off instead? If that AoE was to silence the player however, now it's a threat, time to move.
And suddenly all those elements are back in force in pvp, so what is it? Surely new pvp would be widely unpopular if said elements were unfun? Yet it's been consistently the most praised part of the game's combat systems right now, especially in terms of job identity and intricacies.
It's possible pvp is the new retirement home they designed for all those pesky vets whining about the game and getting in the way of their glorious new reactionary based pve where every job can be played by an automated macro.Yeah, I'd love to know what is going on behind the scenes.
My guess is that, because PvP has been a niche mode as you say, PvP devs are under fewer constraints and oversight. And when they have made mistakes over the last year, they appear to have listened to player feedback and corrected them.
I'd love to see more players give it a go. And for PvE to incorporate some of the design philosophy.
I'm happy about it, but it ain't gonna bring me back if the 3 other fights are just more of the same DDR garbage. Not gonna bother trudging through this just to experience M6S, and that's not even the whole of the fight either. It's just there as an experiment, and seeing how it's been received, I'm not even sure they're going to consider it a success. They do too little too late.If you're not already aware you may be pleased to learn that gameplay like that has returned in the most recent raid tier. For example, during the M6S add phase a mob spawns and starts running at a healer. The melee have to rotate their stuns to slow it down long enough to kill it before it reaches the healer and one shots them.
Felt pretty much the same to me but your mileage may vary. I'll give bonus points for the 3rd boss that had some manner of lukewarm (and arbitrarily scripted) multitargeting.
Last edited by Valence; 05-09-2025 at 10:13 PM.
ff14 fans told us to play other games now we are playing other games to realise how empty ff14 is.
At least from my perspective, I fell in love with ff14 because theirs so much to do it felt big open (yes I know better now), such a nice friendly environment, raiding seemed cool ect.
But now that I've done a lot of everything I realise how hollow ff14 is when it tries to spread itself in so many different directions the game feels pretty bland, that along with it's outdated laggy netcode making something like pvp not fun for me. (which would have a lot of replay value) Raiding on the surface is fun, but I feel like it's pretty hollow and empty when the jobs themselves that are meant to interact with that content are all a samey bland copy of each other... The "open world" has nothing to actually explore, no challenges to overcome or anything remotely fun to do.
I think the biggest problem plaguing this game is that it was successful, but now they're so scared of losing that success (which they are) so they are afraid to make actual fun and risky changes, when they really need to actually start taking risks and seeing what works.
Fair enough. You hate the "DDR" fight design at a very core level and I'm fine with it so I don't think we're ever going to see eye to eye here.I'm happy about it, but it ain't gonna bring me back if the 3 other fights are just more of the same DDR garbage. Not gonna bother trudging through this just to experience M6S, and that's not even the whole of the fight either. It's just there as an experiment, and seeing how it's been received, I'm not even sure they're going to consider it a success. They do too little too late.
Felt pretty much the same to me but your mileage may vary. I'll give bonus points for the 3rd boss that had some manner of lukewarm (and arbitrarily scripted) multitargeting.We'll just have to wait and see how fights continue to evolve I suppose.
I think its kinda fun
My FC likes to run cool content like Eureka and Level Synced EX trials
Then I will happily continue to ignore PvE, play my assigned mode, and take afternoon naps.
Hopefully there'll be lemoncakes.
Honestly I really enjoyed the current Cruiserweight Savage raid tier and that's held my attention in game for a good while, it felt like the devs really took the gloves off again and weren't afraid to be more experimental with the fights... it's definitely the toughest Savage tier in a while, but for all the right reasons, I hope we see this design philosophy transfer over to the next Ultimate as FRU was slightly pedestrian for my tastes and I'd like to see something refereshing - a proper Ultimate add phase would be interesting considering what they cooked up with M6S...
Aside from that I've had my hands full going for Necromancer trying to solo POTD and I'm really looking forward to delving into Occult Crescent with my static, FC and other friends... There's definitely content to keep me playing, but I have to agree that it would nice to see a lot of this stuff sooner, especially Field Exploration/Operations, I feel that's like the MMO lifeblood of the game where the casual and hardcore crowd and everyone in between can buddy up for really cool content...
Played from 2.0 onwards, got attached to my chara and I find the lore very interesting. Biggest mistake I made was buying 6 mo sub at a time which makes me feel obligated to log in
Also MINE community is fun and frankly that's what I like most besides pvp and deep dungeons.
To the op who made....
Honestly my house, hilde brand, friends, fc, and just the odds and ends stuff u can do outside dawntrail....
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
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