FFXIV 6.0 Mid-Core Content We Need



FFXIV 6.0 Mid-Core Content We Need | Work To Game
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What content do we want to see added for the mid-core endgame for Final Fantasy XIV for FFXIV 6.0

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32 thoughts on “FFXIV 6.0 Mid-Core Content We Need”

  1. I wish they would uncap all tombstones except for the newest ones, they should still have a weekly cap.

    When I say uncap I mean remove the 2000 cap. If it needs a hard cap then let people use Poetics to buy a bigger poetic cap. Ex: current cap: 2000 – Cost for +500: 2000 poetics – New poetics cap = 2500. Just add 500 per upgrade and require each upgrade to cost your current cap. Just make the Hard cap much much higher.

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  2. Just call the latest two dungeons 'Late Game Dungeons' and make actual Expert dungeons that are like Extreme Trial difficulty 4-man gauntlet. I know a lot of people find Extreme's too easy, but it is a significant step up from the sleep-fest that's regular mode where you at least have to actually pay attention. Can call Savage level 4-man content Expert+. These modes can offer glamour/mounts and an achievement mode that levels up like ShB fates with increased rewards with achievement currency. Each of these sets of rewards are unique to that ONE Expert+ dungeon. Also bring back Deep Dungeons since they remain eternally as a group/solo challenge mode on top of optional alternative leveling. I think they just last longer than these map zones like Eureka/Bozja. Not as strong a requirement to use 3rd party stuff like Discord.

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  3. Weekly tome cap increase just isn't feasible to a degree. Removing the weekly cap after the next patch in the series is more ideal. The problem is that it takes nearly 13 weeks to get full tome gear. While clearly not the ideal circumstance, but to the average player whom doesn't raid. This is their option to gear up to the highest ilvl. 13 weeks…. What I wish they did was in patch 5.1 and 5.3; make the tome cap 900. It halves the time to gear up in a non-raid patch. It allows players to spend tomes on other jobs while they are still somewhat relevant. In a normal world SE has managed around a 16-17 week patch cycle. That gives you enough time to gear out two and a half jobs before the next tomestone cycle in the even numbered patch (weapons are included). By doubling the cap in the X.1, X.3, X.5 patches you get 15,300 tomes just in that patch cycle. More than enough to not only catch up if you are a returning player; you also can gear out many more jobs, while they are still relevant.

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  4. capping tomes takes almost no time if u do hunt trains just FYI. join the hunt discords and its an easy thing. if ur free when a train is running then boom EZ tomes and hunt nuts and a train takes like 5-10 minutes

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  5. My biggest issue with FFXIV and the reason I drop the game for long periods of time is because of the lack of quick, scalable mid-game content. I don't have time to smash my head against savage and extreme. Alliance Raids is close, but it is still face roll content. But why does the Alliance system have to be pre-made easy content? Why can't it scale higher and be actual progress content?

    Maybe there could be an M+ style system or maybe just Elite dungeons with scalable gear base on how hard you set the dungeon (I know a lot of people aren't a fan of time trial type stuff). I think that would help fill a void.

    Also, the Bozhja type content could have some daily/weekly type content to keep it active.

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  6. I wouldn't say gripe, but a recommendation: I like how WoW is setup with their difficulty scaling, to include Mythic+. LFR/Normal for story players, Heroic for Mechanics+, and Mythic for the content and mechanics masochists. The way it currently stands I feel that Normal of what we have now feels like a mix of LFR, Normal, and Heroic raiding blended together due to the many one-shot mechanics baked into the fights. If I was someone who just wanted story mode, but I keep getting one-shot, I doesn't feel all too good. On the other hand, because the Savage fights are a mid-level content between heroic / Mythic as you said leaves a big jump, but on the back end, the jump isn't far enough for some that want to push. Developing a 3 tier mode (and dungeon push system) could do a lot of good to smooth out progression levels, rather than the chasm that exists today.

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  7. I'd much prefer more, large scale open world content that requires a lot of people. Hunts are kinda like this, or the special fates, but every time it's very temporal; the rewards are only relevant until you get the special thing. Hunts have the long term mounts that take a long time to get, but with the timers on Hunts it can be hard for many people to really be around enough to join trains for it to be a goal for them.

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  8. They should use a system to where you can collect as many currencies as you want, but there is a weekly spending cap. Same system essentially but if one week you have plenty of time to play and grind and the next you can only play a couple hours; it rewards extra time spent and your effort carries over week to week. Although I will say my suggestion, while helping the player, can add confusion/ frustration of "why can't I just buy my item? I have all the currency I need."

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  9. They're not going to do any sort of "Hall of the Expert" or "Savage Job Quests" because the meta of the jobs change patch by patch and especially at each expac and it would be too much work to keep that content up to date, work that would negatively impact how much content they could provide in the patches and future expacs. It's not going to happen because of that.

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  10. Good ideas! Why can't they keep pvp faction based and then give bonuses to the winning faction almost like fc buffs that last a week? Then the losing factions get an ingame pvp buff to compete against the winning faction for the next week? If the winning faction from the last week wins again they and their whole faction not just pvp players keep that 'fc' buff for another week but the two losing factions get a buff that doubles in pvp almost like the echo buff. This would keep one side from dominating too much. When a new winning team arises it all resets again.

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  11. Personally some of the fights I've enjoyed with a bit higher than normal difficulty were Thunder God Cid, Shinryu and Eden Titan during the first couple of weeks. Would love more of those types of fights.

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  12. I love that idea, I’d love a chance to practice my skills without being in a big group holding people back, I feel like it creates an environment for friction between players. Not everyone is willing to be patient/explain/remind you of the mechanics. The hall of the novice is good but it doesn’t teach a lot when you get more skills. I’ve been lucky that someone in my FC talked me through her crossbar layout and the mechanics for RDM and gave me tips for mobs etc… I was making it harder for everyone including myself.
    Tutorials are really lacking

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  13. No matter how great the game is or how popular it is real ppl are making these games even if we don't like every direction they take the game atleast they still making it

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  14. Optional power scaling option in dungeons.

    I have recently started with an alt to guide a friend through the story. And I am kinda sad they cannot feel the true excitement of dungeons/trails/raids. I can still remember the excitement and frustration of Titan Extreme, now people can basically solo it so as a new player, you just get carried through this now boring content where 2 end-game player hit the boss a few times and it goes down.

    So make it like WoW (i believe they have a system like this) where enemies are scaled to the player level. So while you hit the same mob, for the level 80 character, the enemy is level 80 and for the level 5 player it's level 5.

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  15. As someone who comes back and enjoys the game but then always hits the tome cap and I run out of stuff to do. I'm sorry but the PvP in this game is TRASH. I'm currently playing ESO and FFXIV. It's starting to look like ESO is the game for me though because I can participate in all the content where the barrier of entry to the high end content in FFXIV is so incredibly high.

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  16. PvP fates would be amazing, or even to take it a step farther mark off areas of a zone and you can be flagged for pvp in that area, FC's that participate can take control of that aetheryte and get reduced rates teleporting there or collect taxes from npcs there.This would give a real reason to be involved in an FC, other than just the social aspect.

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  17. About the pet battles. Don't we have already something like this with Lord of Verminion? One of the minigames that are basically abandoned. Maybe they don't need to reinvent the wheel here but just put a bit more love into that.

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  18. Make the combat system more fun, would probably like if every job had a more proc based system yea people can complain about procs and rng all they want it still at least keeps the combat versatile and not feel repetitive like most jobs do

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  19. Got some good points, as for the cap it’s there to keep players interacting with that part of the game, lowers duty finder times. Even if it gets adjusted to make a few people happier, most changes to the system would negatively impact queue times.

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  20. the only thing i want is repeatable content with combat that gives me things that are not going to become obsolete in 2 years or less, the only thing right now i think are the treasure maps. I feel so unmotivated to do savage since the gear it gives me is just going to get replaced as soon as the new expansion comes out (or other tiers of raids). heck if i could sell stuff from savage it would be ok

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  21. I will never not post this.. the game is too casual. SE dosnt invest time into high or mid tier endgame content because subs in this ff14 are mostly casual hence the solo mmo aspect and squares move away from ff11 style mmo

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  22. Easy fix scrap this game bring back ff11 where mobs would actually kill you when you went outside. And group content wasn’t brain dead. I’m a tank main and it is incredibly boring… litteraly no skill required to hood hate

    Reply

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