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  1. #1
    Player
    Zoreth's Avatar
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    Dec 2023
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    39
    Character
    Zoreth Nova
    World
    Odin
    Main Class
    Culinarian Lv 100

    Bring difficulty back to job rotations, not just boss mechanics.

    It feels like the challenge has shifted away from the jobs themselves and into the boss fights. Many fights have become memory games: memorize the pattern, follow the cues, and you’ll be fine.

    I think it would be much more engaging if:

    Jobs themselves were challenging and meaningful to play, requiring real skill, resource management, and decision-making.

    Boss mechanics were still interesting, but not the main source of difficulty.

    Players could feel rewarded for mastering their rotation and reacting intelligently.

    We need a balance tho. I dont think we want the job-design back from Heavensward.(That was maby a bit to hard and we dont need insane dps checks in Savage).
    (33)

  2. #2
    Player
    Nyastra's Avatar
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    Aug 2025
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    Limsa Lominsa
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    95
    Character
    Emerson Ney
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    Spriggan
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Zoreth View Post
    It feels like the challenge has shifted away from the jobs themselves and into the boss fights. Many fights have become memory games: memorize the pattern, follow the cues, and you’ll be fine.

    I think it would be much more engaging if:

    Jobs themselves were challenging and meaningful to play, requiring real skill, resource management, and decision-making.

    Boss mechanics were still interesting, but not the main source of difficulty.

    Players could feel rewarded for mastering their rotation and reacting intelligently.

    We need a balance tho. I dont think we want the job-design back from Heavensward.(That was maby a bit to hard and we dont need insane dps checks in Savage).
    I hear you but, a lot of players have a hard time just pressing buttons as it is.
    (5)
    Through twilight, we endure.

  3. #3
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    7,675
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    If they do this I think they will make it optional because they have said they aim the game's normal difficulty to work for members of their marketing team that never played the game previously (so most likely they are button mashing).
    (0)

  4. #4
    Player
    Zoreth's Avatar
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    Dec 2023
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    39
    Character
    Zoreth Nova
    World
    Odin
    Main Class
    Culinarian Lv 100
    A deep and interesting system can also bring new players in. Not all players want brain dead relax content. SE need to be brave and try making the game more interesting again.
    (11)

  5. #5
    Player
    Nyastra's Avatar
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    Aug 2025
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    Limsa Lominsa
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    95
    Character
    Emerson Ney
    World
    Spriggan
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Zoreth View Post
    A deep and interesting system can also bring new players in. Not all players want brain dead relax content. SE need to be brave and try making the game more interesting again.
    We can go in circles with this argument as much as we want. “SE needs to be brave and make the game more interesting again.” What’s interesting to you isn’t necessarily interesting to everyone else, and vice versa. I understand where you’re coming from — wanting something more intricate — but realistically, the chances of that happening are slim. It would alienate a large portion of the player base, even more than it already has.
    (15)
    Through twilight, we endure.

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,455
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    If people still have any huff of copium whether 8.0 is actually deliver on its promise to make jobs fun, unique and engaging again, they should really think and reconsider. 7.2 is supposedly their new creative and fun encounter design, and it's only been doubling down on DDR and mechanics related checks, and little else. They even further demolished jobs in 7.2 like BLM or DRG to accomodate. Jobs are just there to keep people's fingers occupied while doing so, and check if they can multitask properly when mechanics happen.

    Without encounters not offering a single bit of actual RPG combat gameplay, and the devs continuing blindly into this new action game design, who in their right mind can even think that reworked jobs will suddenly gain any player agency and intricacies to play around if the encounter design can't even interact with jobs in the first place? The only way we'd get anything interesting would require them to reinvent their encounter design, so do you really think they'll do this once more after saying they'd do it for 7.2?

    Quote Originally Posted by Jeeqbit View Post
    If they do this I think they will make it optional because they have said they aim the game's normal difficulty to work for members of their marketing team that never played the game previously (so most likely they are button mashing).
    Well, are they designing their game for actual MMO players or just bob from accounting? Not that I hate bob from accounting mind you, but I find the thought puzzling, to say the least.

    Quote Originally Posted by Nyastra View Post
    We can go in circles with this argument as much as we want. “SE needs to be brave and make the game more interesting again.” What’s interesting to you isn’t necessarily interesting to everyone else, and vice versa. I understand where you’re coming from — wanting something more intricate — but realistically, the chances of that happening are slim. It would alienate a large portion of the player base, even more than it already has.
    What about the part of the playerbase that has been alienated when they watered down everything? It's suddenly okay because it doesn't affect you I bet?
    (17)

  7. #7
    Player
    Nyastra's Avatar
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    Emerson Ney
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    Scholar Lv 100
    Quote Originally Posted by Valence View Post
    If people still have any huff of copium whether 8.0 is actually deliver on its promise to make jobs fun, unique and engaging again, they should really think and reconsider. 7.2 is supposedly their new creative and fun encounter design, and it's only been doubling down on DDR and mechanics related checks, and little else. They even further demolished jobs in 7.2 like BLM or DRG to accomodate. Jobs are just there to keep people's fingers occupied while doing so, and check if they can multitask properly when mechanics happen.

    Without encounters not offering a single bit of actual RPG combat gameplay, and the devs continuing blindly into this new action game design, who in their right mind can even think that reworked jobs will suddenly gain any player agency and intricacies to play around if the encounter design can't even interact with jobs in the first place? The only way we'd get anything interesting would require them to reinvent their encounter design, so do you really think they'll do this once more after saying they'd do it for 7.2?



    Well, are they designing their game for actual MMO players or just bob from accounting? Not that I hate bob from accounting mind you, but I find the thought puzzling, to say the least.



    What about the part of the playerbase that has been alienated when they watered down everything? It's suddenly okay because it doesn't affect you I bet?
    Not sure why you’re taking my statement as a personal attack, but go off.

    I get wanting more complexity, and I love a bit of it as much as the next person, but here’s the reality: if SE did that, it wouldn’t just satisfy a few players. It would make the game worse for the vast majority, because not everyone plays to struggle. With the current state of affairs that's not something they can afford. I’m not saying your point is invalid, I’m saying the consequences of actually implementing it are why it’s not happening.
    (3)
    Through twilight, we endure.

  8. #8
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    6,714
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nyastra View Post
    Not sure why you’re taking my statement as a personal attack, but go off.

    I get wanting more complexity, and I love a bit of it as much as the next person, but here’s the reality: if SE did that, it wouldn’t just satisfy a few players. It would make the game worse for the vast majority, because not everyone plays to struggle. With the current state of affairs that's not something they can afford. I’m not saying your point is invalid, I’m saying the consequences of actually implementing it are why it’s not happening.
    The thing is they have shown that the current design ISNT sustainable because when everything is on the encounter the minute to minute gameplay of anything even a fraction below your skill level is boring so content has a tiny shelf life.

    Their patch cycle is simply too long to sustain the “easy jobs hard encounters” mantra because each piece of content only has an enjoyable difficulty range for a narrow range of players and everyone else sorta tolerates it based on how good the reward structure is (which since 14 doesn’t have chase items is by and large terrible). There is a reason people focus so hard on rewards in modern 14 and its because by and large people are looking to basically be forced to do content because it isn’t enjoyable minute to minute and “rewards” kinda paper over that problem

    Making the minute to minute gameplay of ALL content more granular for ALL players is about the only way you can increase shelf life at this point
    (18)

  9. #9
    Player
    Nyastra's Avatar
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    Emerson Ney
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    Scholar Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The thing is they have shown that the current design ISNT sustainable because when everything is on the encounter the minute to minute gameplay of anything even a fraction below your skill level is boring so content has a tiny shelf life.

    Their patch cycle is simply too long to sustain the “easy jobs hard encounters” mantra because each piece of content only has an enjoyable difficulty range for a narrow range of players and everyone else sorta tolerates it based on how good the reward structure is (which since 14 doesn’t have chase items is by and large terrible). There is a reason people focus so hard on rewards in modern 14 and its because by and large people are looking to basically be forced to do content because it isn’t enjoyable minute to minute and “rewards” kinda paper over that problem

    Making the minute to minute gameplay of ALL content more granular for ALL players is about the only way you can increase shelf life at this point
    Yeah I get the point about content longevity, and you’re not wrong that there’s a skill ceiling and that some encounters are only engaging for a narrow range of players. But the solution isn’t as simple as making everything granular for all players. That would drastically increase the barrier for the majority, who just want to log in, play, and enjoy the content without spending hours optimizing every action. There’s a reason SE balances around the broadest segment of their player base: they have millions of players with wildly different skill levels and playstyles. Granular content for all might extend shelf life for some, but it risks alienating most, and that’s not a trade-off they can make lightly. And just note that I said "lightly" not "can't". But, what else they can do about it however, I do not have the answer and I'm not sure that they even have that answer themselves.
    (1)
    Through twilight, we endure.

  10. #10
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
    Posts
    6,714
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nyastra View Post
    Yeah I get the point about content longevity, and you’re not wrong that there’s a skill ceiling and that some encounters are only engaging for a narrow range of players. But the solution isn’t as simple as making everything granular for all players. That would drastically increase the barrier for the majority, who just want to log in, play, and enjoy the content without spending hours optimizing every action. There’s a reason SE balances around the broadest segment of their player base: they have millions of players with wildly different skill levels and playstyles. Granular content for all might extend shelf life for some, but it risks alienating most, and that’s not a trade-off they can make lightly. And just note that I said "lightly" not "can't". But, what else they can do about it however, I do not have the answer and I'm not sure that they even have that answer themselves.
    Granular content would make skill floors lower, not higher. That’s why there was such a dichotomy in response to DT’s battle content over EW’s. Anyone who was above the skill floor for EW’s content liked the DT changes because at least some more stuff was happening, anyone below the skill floor hated the changes because the encounters now present hard floors for them

    So the current design only works where there is a floor SOMEWHERE. If you make it too low you bore anyone above it, if you make it too high you exclude too many people. EW did the former and DT you could argue is doing the latter.

    That’s why granular difficulty surrounding the jobs is the better design. You SHOULD be able to clear everything below extreme spamming cure 1. But if you have more than 3 brain cells and know that’s the least efficient thing you could possibly do then your job should present a ceiling you can willingly interact with up to your comfort level. Putting the granular difficulty into the job basically bakes quantum into every fight without them actually having to balance quantum into every fight. And it removes hard floors on encounters they raised to pander to people bored to tears by EW
    (17)
    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

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