Final Fantasy XIV - Kiwi Free Company

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There's only so much in the way of adjustments you can do given XIV's very rigid structure for patch dev and how game dev in general works.
I do think that they were adjusting where they can with Troon Cat's presence although Wuk features very prominently in the poste
Which is what I mean - the game was rigged from the start. Sure, they can slide around Wuk's screentime in unvoiced sequences, where instead of going with what was clearly the plan, they can cook something else up that marginalizes the character until the next 'important' moment.

But those important moments are still locked. The story beats that involve Wuk have to involve Wuk, because this is all Wuk's story. .2 was able to put more attention on a new character, Speen, but Speen is supposed to be a parallel and reflection of Wuk: there's no escaping that it's all light through the prism of that character.

And I think that's going to crush a lot of the last holdouts. .3 drops, it's like 2 months until the deep dungeon, and it's 5 months until the next patch - which, let's be real, is also probably being written by Hiroi.
The monkey paw curls and she comes back as an Endless, a host body for Zenos, her Echo power is discovered to be immortality, etc.
All three of those ideas could be spun with a bit of camp into something that would actually be enjoyable to go through, if a bit silly. Which means that all three of those stupid premises are going to be better than what's actually in the .3 story content.
 
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But those important moments are still locked.
Yeah, and that's kinda inescapable.

I don't see how it is a negative if the dev team appears to be responding to feedback from the fans and are trying to course correct by minimizing Troon Cat.

Even shit like the botched debacle that was Forked Tower launch has had some quick (for XIV devs) adjustments to try and smooth things out.

I'd be more worried if the team was just doubling down or going 'fuck you, you're going to like what we tell you to like' or something similar and, outside of some reasonable asks from Yoshi P (don't harass staff/voice actors IRL) that were deliberately baited responses by idiot game journos to try and spark a 'controversy', I think the response from the devs has been encouraging.

The problem is whether or not they have the resources, insight, etc. to adjust or if they're all largely mentally/creatively exhausted.

One small thing I saw on reddit was how achievements have devolved into 'do X task Y number of times' with increasingly ridiculous numbers getting thrown on, starting with the 'I'm a Botter' title, the Accursed, in EW but stretching out now to similar stupid grinds in DT with the Crescent achievements (the Bunny achievements being absolutely retarded, even for a grind/timesink thing, with minimal rewards.) If that's the approach to game dev they're taking, this is very worrisome.

My hopium is that a lot of the stuff they've been doing/will be doing in various systems is intended for the much ballyhooed 8.0 systems rework.

Stuff like PVP kits, the addition of clones in Eureka Orthos (and BST whenever it gets released), tinkering around with secondary effects with Gatherer/Crafter relics, etc. could all be explorations on how to tack it into the mainline jobs and for 8.0.

I know this is likely not the case, but it'd be nice if they were trying to be creative with their dev reqs and are trying to get new stuff in while simultaneously working on other things. It is fucking weird how much dev effort gets tossed into PVP given how niche it is. Same for Mahjong, but Asians love Mahjong so that is more understandable.
 
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It does not help that they will probably lose a lot of the Shadowbringer/Endwalker players to WoW and their new housing, which releases winter. On top of that, Legion remix is coming too, which will cleave a ton of casuals.

The community murdered this game; they snuffed criticism with the wall of toxic positivity and rightthink. Hiring got lax and for some reason they thought they could apply their DEI to their most lucrative product and expected no reprucusions.

War Within is rocky, but at least there is something to do.
 
It does not help that they will probably lose a lot of the Shadowbringer/Endwalker players to WoW and their new housing, which releases winter. On top of that, Legion remix is coming too, which will cleave a ton of casuals.

The community murdered this game; they snuffed criticism with the wall of toxic positivity and rightthink. Hiring got lax and for some reason they thought they could apply their DEI to their most lucrative product and expected no reprucusions.

War Within is rocky, but at least there is something to do.

I'd argue that the larger overall issue is that SE doesn't treat XIV as the cash cow it is and resources going in aren't commensurate with revenue coming out. Now whether that is a convenient excuse by the dev team and Yoshi P would start sweating bullets if he was given more staff/larger budget as he'd have no idea what the fuck to do is another conversation.

AFAIK the JP community is very different from the NA community and the devs largely listen to JP ONRY when there's a divergence in complaints. Bozja being a good example, as NA allegedly loved it far more than JP did, which I think is one of the reasons why it was shuttered so quickly and that whole narrative arc was basically shut down overnight.

...fuck I'm turning into an XIV simp/white knight, aren't I? Fuck me.
 
I don't see how it is a negative if the dev team appears to be responding to feedback from the fans and are trying to course correct by minimizing Troon Cat.
But see, when I hear 'marginalized,' I expect 'oh, so like Krile?' I'm anticipating that level of involvement - maybe a few lines, at most, and then it's off to the sidelines.

.3 will still be a story about Wuk, where Wuk is a major and important character... which, for most people, isn't going to line up with the expectation that the Age of Wuk Lamat is over with. They're going to expect something that may just be unreasonable, sure, but that's still what they expect.

If .1 and .2 have seen a mass hemorrhaging of people due to their losing faith wholesale in the story (among as well the fact that the game has little engaging to do), .3 just feels like it's going to be a crescendo of that trend. The tone around this game is more sour than I think I've ever seen it, and when the first (and doubtless other) quest of the patch is going to be "speak with Wuk Lamat," it's just going to be a deathblow even if the team has pivoted every minor beat away from the character.
My hopium is that a lot of the stuff they've been doing/will be doing in various systems is intended for the much ballyhooed 8.0 systems rework.
I don't really think they're gonna rework anything. Like, I believe the whole idea comes from a line where he said '7.0 is encounters, 8.0 is jobs/systems' or something, and... were the dungeons different? I mean, sure, they're more alive than EW, but not that much more than ShB. There's a few tricky-the-first-time mechanics that then become totally rote.

It was just more of the same, with very slight tweaks that didn't quite go far enough. Which is what I anticipate for the systems rework - I just don't get an impression of a studio that realizes it's in crisis.
 
.3 just feels like it's going to be a crescendo of that trend. The tone around this game is more sour than I think I've ever seen it, and when the first (and doubtless other) quest of the patch is going to be "speak with Wuk Lamat," it's just going to be a deathblow even if the team has pivoted every minor beat away from the character.
I do agree with this overall sentiment. 7.3 isn't really looking to be particularly interesting or engaging in terms of content. I'm personally excited for the XI raid and Deep Dungeon but I know a lot of people hate Deep Dungeons and people will lose interest in the raids in short order.

The focus of the story is still around Classic Sphene and what's going on in Alexandria and the bullshit with Calyx. I'm assuming Troon Cat is going to shove their dick into the story (cue that manhole cover image of Wuk Lamat "oh, what are you doing? That looks interesting...!") in some way, but I'm also hoping that the story just continues as it has with Wuk fucking off. (Which, honestly, is what should be happening -- why the fuck is a sovereign nation's ruler sticking their dick into the affairs of other nation states beyond diplomatic ties? That's a detail that still bugs the shit out of me and flies in the face of like what XIV has been about almost from day one.)

I don't really think they're gonna rework anything. Like, I believe the whole idea comes from a line where he said '7.0 is encounters, 8.0 is jobs/systems' or something, and... were the dungeons different? I mean, sure, they're more alive than EW, but not that much more than ShB. There's a few tricky-the-first-time mechanics that then become totally rote.

It was just more of the same, with very slight tweaks that didn't quite go far enough. Which is what I anticipate for the systems rework - I just don't get an impression of a studio that realizes it's in crisis.
Yeah, like I said, it's hopium on my end. I think the one big thing is that we're going to see a job that's centered around pets be the one new job announced (Yoshi P has already been setting the stage for less job releases, so I expect next expac to only have 1 so they could 'spend more time' on the systems rework) because a lot of the shit they've been doing around the margins has been exploring that/getting it to work.

But I do think that the masses are largely going to be disappointed with whatever comes out and changes are going to be minimal. I'm just hoping that won't be the case.
 
we're going to see a job that's centered around pets
Gonna be disappointed if they finally remove carbuncles from Arcanist/Summoner/Scholar altogether to give a new job more "identity", would much rather they put them back how they originally worked so they'd add more flavor to an otherwise boring group of jobs.
 
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Gonna be disappointed if they finally remove carbuncles from Arcanist/Summoner/Scholar altogether to give a new job more "identity", would much rather they put them back how they originally worked so they'd add more flavor to an otherwise boring group of jobs.

Nah, Carby being a vehicle for summons goes back to XI and is a 'core identity' thing at this point. Maybe they'll do that with SCH and tardify it into being more like SGE (I don't know how healing jobs work beyond knowing AST/WHM = 'pure' healing and SCH/SGE = 'shield' healing so I don't know if what I described is possible.)

While BST was basically done at the behest of Sakaguchi (if you believe the rumours) I can't imagine they'd be devoting all this energy to a limited job if there wasn't going to be continued applications of it down the line. Similar to how Island Sanctuary --> Cosmic Exploration.
 
It really is something to see just how a single expansion can seriously fuck up a game.
To be honest, I feel like this is just the nature of MMOs, a single bad expac has always been able to cause migration to other games. That's how live service where a single unpopular decision can ruin the game for players works. If it was just a bad story or bad content I don't think there'd be as much cause to doom as there is.
The reality is more that we're seeing how much of the game relied on the ongoing story and the above-average presentation to keep people coming back. For a large portion of the player base, It's a single player RPG they enjoyed experiencing with their friends, not an MMO that could stand on its own. These flaws have been there for a while and the real worry is the dev team just don't have the ambition or resources to pull up.

For me personally it all comes back to the lack of midcore. Even back in ShB/EW, it felt like the only natural content progression if you wanted even a slight challenge was EX -> Savage -> Ultimates. All players feel some pressure to funnel towards that content, because that's where the effort goes. I've determined that I don't really like Savages that much after playing through last tier, but what else am I going to do? Deep Dungeons?
And even if you do enjoy the gameplay of Savages or Ultimates, you'd better also enjoy trawling through Discords and arguing strats in PF if you want to make any reasonable progress. It's exhausting and frankly stupid that everything in the game has to make room for the most obtuse content.

I was really excited for the Criterion dungeons when they were coming out, figuring that coordinating a group of 4 people would be easier and more spontaneous than a full party, only to get stomped repeatedly by the first boss of Alo Alo.
He designs the content in this game to pander to streamer faggots like Arthars btw, that's why Chaotic even exists.
This made it click for me, the whole game at the moment feels like it's designed for twitch parsetrannies. Because the fights are always scripted, it's possible to optimise, so you get a hardcore fanbase obsessed with individual performance and job balance. This makes jobs with unique toolkits a liability, which streamlines skill expression, making fights even easier to script, and reinforcing the cycle to the point where even hardcore raiders are complaining. Whatever new mechanics a boss has, the actual profile of damage done and damage taken is functionally the same.

I understand scripted fights are basically the game's identity, and I still think they can be fun, but they really need to come up with some way to challenge players other than basic movement. My suggestions for building midcore content:

1. Make vulnstacks during dungeons/EXs more frequent but less punishing, so that everyone can reasonably clutch and heal through 2 or 3
2. Give bosses more unique damage profiles. For example say you had a boss who's every auto-attack was a mini-meteor that did damage based on proximity, so healers will be focusing on the melee, melee DPS can sacrifice uptime to avoid damage, etc. Give players reasons to adjust their play mid-fight
3. Give bosses phases where they take or deal more damage, so players can sensibly focus on optimising damage at certain points and play it safe at others
4. Make DPS defensive and healing abilities GCD rather than OGCD; maybe Second Wind could be a GCD with 2-3 charges for example. A melee then has to sacrifice damage to stay alive, and good healers are now contributing to damage by keeping the DPS topped up
5. Demolish the 2 minute meta. Optimisation should be for parse-freaks, not everyone. I've mentioned the idea before that ranged DPS should be given the role of managing full-party buffs and coordinating when a burst goes off, so you could reasonably make adjustments to your rotation without throwing off the entire group's damage
6. Make scripted fights more of a flowchart than a straight timeline to enrage, say you fail to hit a certain damage threshold or fail to kill adds, the boss can use mechanics in a different order
7. Give players more feedback when they die. A lot of mechanics even at EX level rely on status effects that most players can't read during the fight. Players looking up guides is inevitable but you could give casual or blind players a lot of info by just dumping a quick timeline of status effects/boss actions that led up to their death and make teaming up with randoms more manageable
8. If the game detects addons, "YWNBAW" flashes on screen in neon letters as a tranny soyjak bounces on a rope across your screen
 
I'm glad all the fucking weirdo mod beasts, groomers and MAPS are leaving. I never wanted them around to begin with.
It would be nice to go do anything without having "LGBTQIA+ friendly" shoved down my fucking throat every goddamn second, or having retarded bots spam me with FC invites.
Let them infest another MMO. I hear WoW is doing better lately...
:suffering:
 
I like poking my head in here just to see everything that I predicted came to pass. The copium was in this thread all along, glad to see it vanish a bit.
My undying Elpis flower-tier hope is that the devs have a backup plan. The game became as homogenized as it did starting with the WoW exodus in shadowbringers.
But I will disagree on this, the homogenization started in Strormblood. Jobs had their own quirks and identity in HW, for better or worse. And people fucking hated it because it led to certain fights and PF's excluding some jobs. The devs of FF14 do not have a spine to tell players "tough shit, figure it out", which is a tragic fate when people will always take the path of least resistance. The game is easy enough, but the lax attitude on things like plugins, the "Hear no evil, see not evil" approach has led to straight up auto-battler plugins for even savage+ content. And of course the flawed, scripted fight design. They somewhat tried to have branching paths in fights in.... I forget the exact number, but Stromblood's Sigma...3? It was just a simple set of patterns 4 patterns that would shuffle based on what moveset it rolled on at the start, but that proved too much and people hated it because they couldn't monkeybrain memorize it via repetition and they have since stuck to repeating and predictable patterns.


I'm glad all the fucking weirdo mod beasts, groomers and MAPS are leaving. I never wanted them around to begin with.
It would be nice to go do anything without having "LGBTQIA+ friendly" shoved down my fucking throat every goddamn second, or having retarded bots spam me with FC invites.
Let them infest another MMO. I hear WoW is doing better lately...
:suffering:
The biggest mistake is thinking these "People" are a "Playerbase" and not just a wandering horde of locust, that will jump from whatever is the most popular group activity to find as many people to validate their gooning as possible.
 
So Xeems reacted to that Athena channel calling him out, basically called the guy a fucking retard who exposed himself as not even playing the game (he admits he hasn't even played Dawntrail) and thinks the guy is the casual version of Lynx Camelli (or whatever his name was). Xeems also called the guy a coward for making comments about other people's appearances (he shat on Jesse Cox for his recent take on the whole drama by calling him "fat" and that his opinion therefore doesn't matter, without addressing anything Jesse said), while this guy hides behind an AI voice.

(Although to be honest Jesse was really coping (he said Dawntrail is a 6/10 and that's unironically fine, that we should accept a 6/10 story), though I do agree with his take that people should unsub at this point if they're upset with the game. If only to send a message to SE (though at this point it's likely in vain)

Anyway, the Athena person responded in the comments coping that he's "bringing me more views lol" (which kinda just exposes his entire motivation), he implies he intends to keep trying to get attention from Xeems in this manner. Also, there were other people in the comments calling Xeems a groomer, basically repeating the same talking points from that Lionel guy. Yeah I have a feeling this is not going to end well for this Athena skinwalker. If SE doesn't nuke his channel for using one of their copyrighted characters as an avatar while shitting on their game, it'll be because he pokes Xeems too far and ends up getting the Lionel treatment.
 
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But I will disagree on this, the homogenization started in Strormblood. Jobs had their own quirks and identity in HW, for better or worse. And people fucking hated it because it led to certain fights and PF's excluding some jobs. The devs of FF14 do not have a spine to tell players "tough shit, figure it out", which is a tragic fate when people will always take the path of least resistance. The game is easy enough, but the lax attitude on things like plugins, the "Hear no evil, see not evil" approach has led to straight up auto-battler plugins for even savage+ content. And of course the flawed, scripted fight design. They somewhat tried to have branching paths in fights in.... I forget the exact number, but Stromblood's Sigma...3? It was just a simple set of patterns 4 patterns that would shuffle based on what moveset it rolled on at the start, but that proved too much and people hated it because they couldn't monkeybrain memorize it via repetition and they have since stuck to repeating and predictable patterns since.



The biggest mistake is thinking these "People" are a "Playerbase" and not just a wandering horde of locust, that will jump from whatever is the most popular group activity to find as many people to validate their gooning as possible.
You are correct about it starting in stormblood, but I don't think it got nearly so bad until ShB. Truthfully, I don't think HW was some kind of golden age for the game. It had problems as well, but what I wanted to point out is that HW gameplay needed more refinement. Instead, the game veered off that trajectory into it's current one, throwing away a lot of the jankier HW systems for something easier to manage while also inferior. I think the better way the game should have gone is to refine those systems, not to throw them all out, good and bad.

It's done to appeal to the fans, of course, but it's strange to me that these are the fans the devs listen to. They don't play the game as a game or to have fun, or even to win at something, just to shut off their brain completely and follow the optimal pattern x times until they get the mount and then never touching it again, and if they have to pay slight attention to something then they melt down and bitch to the devs. It's funny because I imagine that savage raids were meant to be a tough endgame activity but every time something gets in the way of vegging out on them, people bitch to make the game easier for that activity, and everyone else playing the game has to make do with these new rules. FF14 raiding just seems somewhat like the weenie hut Jr. of MMO raids, though I haven't played that many raids.

I legitimately don't think people complaining about a boss having different patterns each fight, or that you have to redraw until you get The Balance because it's optimal, are truly playing the game because they like it and have fun, but because they are doing the equivalent of doomscrolling in a game. In fact, the balance bitching reminds me of how people complained about SAM'S high damage and thought it wasn't balanced when that's because SAM is a selfish dps that benefits the team with high damage, as opposed to MNK which has some support abilities. But, parse-trannies gonna parse-tranny.

Games can get old to a player, but if a game's content is just instantly dated upon completion, that's a deeply flawed design, and it amazes me that FF14 has done this for so long without that much pushback from the playerbase. Maybe the plot was once good enough to deflect criticism, but now it isn't. Hopefully this rough patch drives enough people away that squeenix does something for their primary cash cow, but this is squeenix we are speaking about. They homogenized all the jobs and simplified the fights to make everything nice and balanced and then fucked it all up with pictomancer.

I'm glad all the fucking weirdo mod beasts, groomers and MAPS are leaving. I never wanted them around to begin with.
It would be nice to go do anything without having "LGBTQIA+ friendly" shoved down my fucking throat every goddamn second, or having retarded bots spam me with FC invites.
Let them infest another MMO. I hear WoW is doing better lately...
:suffering:
>Go to mod site for mod that makes DRK's animations less floaty, more Berserk Musou for Clang Swordsman enjoyers
>Find red bioluminescent knotted carbuncle penis for people who like to rape their own familiar
 
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But I do think that the masses are largely going to be disappointed with whatever comes out and changes are going to be minimal. I'm just hoping that won't be the case.
Their talk on the matter has been the kind of carefully worded PR stuff where whatever they do, their prior statements won't technically be wrong, and that's one of the variety of reasons I am intensely pessimistic about the idea that they are going to do anything substantial to fix the state of jobs and gameplay at large.

But I also am just highly doubtful that current day CBU3 has it in them to fix this game. Most of the reason I think this is FF16, where they had basically a free hand and a massive budget to make whatever game they wanted, because they'd been riding high on making SE's golden goose and the execs were clearly hoping for them to repeat the miracle. And what they made was singleplayer 14, with the exact same quest format, and 3-button gameplay that basically plays itself as long as you stay out of the orange floor markers and press the prompts when they come up.

This made it click for me, the whole game at the moment feels like it's designed for twitch parsetrannies. Because the fights are always scripted, it's possible to optimise, so you get a hardcore fanbase obsessed with individual performance and job balance. This makes jobs with unique toolkits a liability, which streamlines skill expression, making fights even easier to script, and reinforcing the cycle to the point where even hardcore raiders are complaining. Whatever new mechanics a boss has, the actual profile of damage done and damage taken is functionally the same.

It's been going this way for a while (since Shadowbringers at least, since 5.0 is when they ripped out stuff like aggro management completely), and I wouldn't entirely blame it on the raiders (I think the homogenization is also done because it's just easier for SE that way - every job has the same capabilities, no need to worry about whether any job might be worse at one thing), but yeah, not wrong. A big part of what led to the current state of jobs is that the "muh ebin colored number" faggots freak out when their favorite job is 2% behind on FFlogs for a given fight, even though this is one of the few MMOs on the market where hotswapping jobs on the fly is not only a thing, but an explicit selling point. That literally happened just now, after all, when all the raiders shat their pants in 7.1 because PCT was a little better in one fight.

But I wouldn't entirely pin it on the raiders, because a lot of the stuff that SE did that led to the current state of gameplay is also just straight up stuff that no one asked for. People had lots of complaints about various things, like E6S making 90s buffs feel bad because of mechanic timeline alignment. But no one actually asked for them to smash all the buffs together on a 2m CD timer and then start designing fights entirely around 2m buff timelines, or to gut the fun part of half the jobs in the game, or half of the other stuff they've done that has led to the current state of the game.

The game back in HW/SB was not perfect, but SE instead of fixing the problems people had with reasonable measures, just ripped everything out and left nothing in its place.

1. Make vulnstacks during dungeons/EXs more frequent but less punishing, so that everyone can reasonably clutch and heal through 2 or 3
2. Give bosses more unique damage profiles. For example say you had a boss who's every auto-attack was a mini-meteor that did damage based on proximity, so healers will be focusing on the melee, melee DPS can sacrifice uptime to avoid damage, etc. Give players reasons to adjust their play mid-fight
3. Give bosses phases where they take or deal more damage, so players can sensibly focus on optimising damage at certain points and play it safe at others
4. Make DPS defensive and healing abilities GCD rather than OGCD; maybe Second Wind could be a GCD with 2-3 charges for example. A melee then has to sacrifice damage to stay alive, and good healers are now contributing to damage by keeping the DPS topped up
5. Demolish the 2 minute meta. Optimisation should be for parse-freaks, not everyone. I've mentioned the idea before that ranged DPS should be given the role of managing full-party buffs and coordinating when a burst goes off, so you could reasonably make adjustments to your rotation without throwing off the entire group's damage
6. Make scripted fights more of a flowchart than a straight timeline to enrage, say you fail to hit a certain damage threshold or fail to kill adds, the boss can use mechanics in a different order
7. Give players more feedback when they die. A lot of mechanics even at EX level rely on status effects that most players can't read during the fight. Players looking up guides is inevitable but you could give casual or blind players a lot of info by just dumping a quick timeline of status effects/boss actions that led up to their death and make teaming up with randoms more manageable
Some of this stuff is things that sort of used to exist - boss attacks that could crit, for instance, provided some interesting damage variation. I think some older fights could also vary their timelines a bit because of DPS output, since they had health % triggers and stuff.

3 is already kind of a thing that happens - basically every fight has timeline sections where nothing happens (maybe there's tank autos, or a TB, or a raidwide, but no actual mechanic) and you just pump DPS for like 30 seconds. In a game with more group optimization and job variety, trying to organize your buffs and bursts around these opportunities would be an interesting aspect of optimizing a fight.

5 absolutely needs to happen. I frankly think everyone except the ranged DPS should lose their party buffs, honestly. The ultimate reason we got the 2m meta is that buff stacking is objectively the best possible way to use them because they're multiplicative, and that means everything needs to be in sync. Remove everything except personals and maybe targeted buffs for everyone, and let the ranged DPS have the role that NIN with Trick used to have: coordinate group bursts by deciding when to use tech/finale/MCH equivalent. It would give ranged DPS an actual role, something SE has clearly been trying to find for them for ages, and also maybe finally provide a solution to the fact that MCH's "selfish ranged DPS" gimmick doesn't fucking work by finally giving up on it.

7. Feedback in general is a thing the game needs to figure out. Not just in-fight fuckups (I remember "wtf just happened" being a common refrain when me and some friends were doing blind prog of the first criterion dungeon), but the very basic aspect of "are you playing your job correctly", basically demands TOS-breaking outside tools to figure out. The game has SSS, which is extremely poorly signposted that it even exists, but that doesn't actually provide any feedback whatsoever as to what you are doing wrong or how to fix it, only that you are doing badly. This is admittedly less relevant today given most jobs now are impossible to fuck up as long as you press the glowing buttons in order and roll your GCD, but the game is still extremely bad at informing you how to play it properly at any point before you step into endgame and are suddenly expected to be competent in a way that not a single piece of content in 500 hours of MSQ has required before.

I also think one big thing that needs to be done, and this is specifically for healers, is that their toolkit needs substantial slimming down. Every healer right now has an absolutely insane amount of on-demand, free, OGCD healing, to such an extent that they rarely if ever even touch a GCD heal. Which means that instead of optimizing a fight to figure out how many GCDs you can spare to throw more attacks, you are just pressing 1 over and over and occasionally choosing which of your 15 "feed the party to bursting" buttons to use to completely trivialize the next damage instance.

8. If the game detects addons, "YWNBAW" flashes on screen in neon letters as a tranny soyjak bounces on a rope across your screen

No comment, this is perfect and needs to happen right now.
 
You are correct about it starting in stormblood, but I don't think it got nearly so bad until ShB. Truthfully, I don't think HW was some kind of golden age for the game. It had problems as well, but what I wanted to point out is that HW gameplay needed more refinement.
Oh, absolutely true. I think the biggest mistake was them thinking the multi-class system and the flexibility it offered was a bad thing, and it led into the singularity of same-ness for all jobs. The older system had flaws (Major reason I said for better or worse lmao) but instead of refining and improving, they just abandoned it.

A pattern, I am sure you can agree is a repeating one for almost all the content/systems they develop
 
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Gonna double post like a faggot, but next expansion job changes will not be enough. They need to do some serious core combat restructuring to supplement any job changes, since the flaws and the focus around the two minute rotation means any changes are doomed from the start.
An easy way to do that would be reworking the limit break system, so each person has their own personal limit breaks (Personal wish, I'd also use it as a way to bring back magic bursts from 11 in a refined and simple and easy to understand way) and use that to replace two minute burst to appease the retards who actually like it, which would allow job's to be more flexible, but to make jobs be more flexible they probably need to reintroduce damage types to a limited capacity and let jobs play with synergies with eachother.

IE, scholar's chain strategy being changed, to be a combo chain of debuffs, lowering physical defence then magical defence, then the chain stratagem providing the crit + both stratagems combined (A chained stratagem, if you will).

That's all my simple ideas for it however, not the way it must be done but something different n e e d s to be done.

tl;dr; the problem with the next xpac being about refining the jobs is just a doomed project from the start, since the systems they are built on are the problem
 
Oh, absolutely true. I think the biggest mistake was them thinking the multi-class system and the flexibility it offered was a bad thing, and it led into the singularity of same-ness for all jobs. The older system had flaws (Major reason I said for better or worse lmao) but instead of refining and improving, they just abandoned it.

A pattern, I am sure you can agree is a repeating one for almost all the content/systems they develop
Regarding multiclassing, something I liked about FF14 before realizing it was essentially fake was the way it handled multiclassing. I always was enamored with the way you could have all jobs on one character, which seems like a must-have for an MMO with so much story content you have to go through to get to the good stuff. I was betrayed when I realized the jobs were homogenous, and also didn't play into eachother at all, so no customizability. Even worse, weapons were unique to specific jobs, and all were stat sticks, so there was even less customizability than initially thought. I keep going back to 11 and it's design because its a good contrast. 11 DRK's souleater made them sacrifice 1/10 of their max hp per strike, but converted it into bonus damage. This made DRK one of the most powerful dps jobs, at the risk of their survivability. This simple mechanic alone made your choice of weapon matter. Wielding a greatsword in 14 looks like you are wielding something you're not strong enough to properly hold, while greatswords in 11 for DRK were actually supposed to mechanically limit your dps so you didn't become too vulnerable when the enemy wisely aggroes you for your high damage. The true DPS DRKs used fist weapons and subclassed monk, or ised the kraken club, to maximize dps at the high risk of dying in seconds. This meant DRK could tank if needed, but when focused on dps they generally had to have some restraint while being watchful of the situation, lest they die and become a liability. Their ultimate move didn't empower their damage, it just made them heal, with each strike, the damage they dealt, allowing you to cut loose without fear of death for a short bit. DRK wasn't a particularly versatile job in that game, but compared to DRK now, it's amazingly different. The PVP versions of FF14 jobs play more like how they probably should.
 
DRK wasn't a particularly versatile job in that game, but compared to DRK now, it's amazingly different. The PVP versions of FF14 jobs play more like how they probably should.
DRK/SAM was absolutely goated in 11 for skill chaining and made them great team players even when being selfish since they could input/output basically every chain combo to extend it. 11 had such design in that aspect where even selfish classes contributed to the team in their own ways that 14 severely lacks.
 
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DRK/SAM was absolutely goated in 11 for skill chaining and made them great team players even when being selfish since they could input/output basically every chain combo to extend it. 11 had such design in that aspect where even selfish classes contributed to the team in their own ways that 14 severely lacks.
I was gravitating to that combination a lot while playing through ff11 a few months back. They just complete eachother if you're going for big dps. Skillchain bonuses, two-handed weapon bonuses, the ability to swing my big sword fast enough to melt enemy health bars. The sheer freedom you had to fit into any team you wanted made the game for me, and all it takes to relive that solo is slight self control with trusts.
 
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