I mean all the endgame raids and extremes are the same kind of gameplay too, so not sure if you're expecting it to change much since it means 1 mistake = wipe.
I mean all the endgame raids and extremes are the same kind of gameplay too, so not sure if you're expecting it to change much since it means 1 mistake = wipe.



See, this is fine. I enjoy the diverse ways of bosses indicating what they're about to do. HOWEVER, I hate that the indicators are wildly inconsistent. Boss raises their arm with a sword - do they cleave the side of the sword or do they cleave the other one? It can go either way. Doom works about 4 different ways depending on which fight you're doing, confusing new players. Ability names like "Dark II" or "Fire III" also don't tell you all that much. Standardise what the different tells mean across all content, then you can start tossing out mechanics more creatively. Right now, many fights are a "gotcha" where you either guess correctly or have to fail the mechanic at least once to find out how it works.
Certain people wanted dungeons to be this way so we got it. Community cried about fun dungeons, many routes, additional chests, lore rooms, all was "boring and we want quick dungeons!!!". so there ya go now.
Every expansion should have introduced new concepts for dungeons as a means to change things up. Imagine if the beginning of Heavenwards had us defend Ishgard from waves of Dragons, giving us the sense of threat the Ishgardians felt on a daily basis. What if Stormblood dungeons were mini versions of frontlines and/or include sieges where we have access to cannons like Rival Wings? Dungeons could be objective-based rather than just KILL .
This could even extend to raids. The coolest alliance raid in FFXIV is The Battle of Castrum Lacus Litore, where the group splits up but simultaneously works together. Every raid should have a group separate into different paths or complete a different objective (obviously have a means for parties to find each other should one wipe). This helps it feel somewhat fresh when queuing up.
Also, somewhat unrelated, but I don't understand why SE has to go back to previous dungeons and change them for the sake of the trusts. They could simply create a separate but smaller/quicker path when partying with them, reusing existing assets. They're mainly a stepping stone for the MSQ anyways and can include more lore but less rewards to entice people to run them together (I understand people want to solo for various reasons so don't feel like it should be removed entirely).




Square changing up content every expansion used to be done via the jobs and it’s why 14 used to feel so freshEvery expansion should have introduced new concepts for dungeons as a means to change things up. Imagine if the beginning of Heavenwards had us defend Ishgard from waves of Dragons, giving us the sense of threat the Ishgardians felt on a daily basis. What if Stormblood dungeons were mini versions of frontlines and/or include sieges where we have access to cannons like Rival Wings? Dungeons could be objective-based rather than just KILL .
This could even extend to raids. The coolest alliance raid in FFXIV is The Battle of Castrum Lacus Litore, where the group splits up but simultaneously works together. Every raid should have a group separate into different paths or complete a different objective (obviously have a means for parties to find each other should one wipe). This helps it feel somewhat fresh when queuing up.
Also, somewhat unrelated, but I don't understand why SE has to go back to previous dungeons and change them for the sake of the trusts. They could simply create a separate but smaller/quicker path when partying with them, reusing existing assets. They're mainly a stepping stone for the MSQ anyways and can include more lore but less rewards to entice people to run them together (I understand people want to solo for various reasons so don't feel like it should be removed entirely).
Tired of the feeling of the gameplay, it would be strongly overhauled next expansion and while it may not always be popular it would be fresh
Now we are stewing in game design that hasn’t changed since ShB which launched 8 years ago
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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