6.0’s announcement is just around the corner and in this video I give my opinion on what has made FFXIV stale and what changes need to be made to end game when 6.0 launches.
If you are interested in debate and debauchery in my snowflake melting discord, feel free to join!
I would absolutely love harder four man content. My FC has only a handful of players that like to do harder content and it would be nice to have some content that we can do with just us lol.
Your video raised my hopes for Chrono Trigger crossover in future.
While your ideas are interesting, some might be hard to adjust anytime soon since it would required a sizable overhaul to the game systems and not sure if the dev team will take that risk unless it's crashing hard.
As for pvp I would love to do it more but it's too dead off season and more modes and actually make it enjoyable can go a long way.
I prefer endgame stuff though I do like some casual stuff. I agree with just about everything you said, raid gear really doesn't mean much. Also one thing I hated bout this expansion was what they did with the tanks. I dont find it as fun anymore and indont like playing dps or healer so yea. Another thing that killed me was the server split, separated alot of us after that I just lost motivation to raid which sucks. But yea lol
> Hard mode dungeons should make a comeback, along with very hard and EXTREAM dungeons, put some skimpy glams there and the player base will git gud.
> Crafted gear should be for rounding out your main job and gearing alts, so it's ilvl should be enough to get you in to current content, that being said, I think each prof should be able to make one high ilvl item, a masterwork which requiers materials from the open world, tomes and the new hard mode dungeons.
> Rework the gorram UI, for the love of God, a game UI should not look like a bootleg excel spread sheet…
> Keep Viera and Hrothgar sex locked and helmetless, just so that the FF14 "community" has something consistent to whine about.
Since I don't raid in FF14 that all I really want.
I agree about the harder 4 man content. M+ is a cool thing I enjoy to do in WoW alongside my raiding but it's not a reason for me to sub only for M+. It's great to have a break from the raid content sometimes, especially in FF I find savage on farm pretty dang boring in that game since everything just feels so scripted? Dungeons that can go to shit because they are hard but still recoverable due to player's skill are super fun.
Harder 4 man content would really be interesting to do for smaller FC’s like my group. A lot of my guildmates are newbies with not a lot of time to play so we end up missing a lot of the harder content that gets released.
This may sound weird but dont like battle content in FF14, i just do that to go through the MQS. My end game is craft shit and make tons of money.
I don't see those gear changes happening. Your suggestion fucks the market and glamour players. Not enough folks clamoring to gut glamour for the current, relatively unchallenged formula the masses are used to getting.
Everyone wants harder four mans though.
New xpac? Guess i'll renew the ol' subscription to finish the old stuff.
What if they made a previous tier gear sync up to the next minimum ilvl tier by exchange with NPC for example i500 eden verse becomes i510 etc so old tier gear have it least a use in some way
Definitely dont agree with the tome system being outdated — it's literally just what everyone has wanted in WoW since it got removed, valor. Increased weekly cap is the only good change I can see regarding that.
Some new hard 4 man content would be cool but god dont just make it a shitshow like m+ with a timer and ballbusting and boring affixes.
Raid gear could be better but I dont think destroying the economy for crafted gear is the answer. Possibly give savage gear pentamelds with 100% success rates (and rebalance savage / ultimate accordingly) and then we're talking.
As far as talents / player choice go, I think it would be a cool idea but ultimately would take a ton of dev time that would end up just being equivalent to WoW's "look up what talents to use for this fight and copy it" mentality. Perhaps they should give more utility-esque talents to pick from or slight modifiers to existing abilities. For example, maybe an option to change an ability that moves you (like plunge or drg jumps) into ranged attacks which instead launch fray or a dragon at your target, or adding a stun to your plunge / jumps etc.
I need a badass mmo that isn't ffxiv or WoW.
Casual content… boring. We need 1 extra ultimate. 2 ain't enough. Savage tiers are getting easier. I would love for them to make that shit like Midas tier. Now that was some real savage shit. Untelegraphed mechanics, random crits, and static destroyers. Man I just miss those days. Forgive my rant.
i would love gear with sets bonus's
1. New glamour bit like WoW does with transmog.
2. Shard housing
3. Maybe do a another level of dungeon difficulty but nothing like M+ ever.
4. Another limited job or by the end make blue mage a normal job
5. Reforging of gear so you can pick what's better for you
A fuckin men
There needs to be a level between Normal mode and Savage. Then possibly a level between Savage and Ultimate. After that when you are geared I wish you could work towards a special skill or two once you hit max level. Like a spirit level for a lost action, although you have reached maxed level, you can work towards another skill or two.
I feel like the tougher endgame fights are just routines. I like too see more interesting mechanics and rng. Thinking about the first part of e7s makes me sleepy.
You might be a minority with what u want
I played for 6 months and stopped like 4 months ago. My problem with FF is how it plays mechanically and class diversity. The story is amazing, the music is outstanding and the world is captivating.
However, the games actual gameplay is unresponsive due to their servers. It is HUGELY offputting, it is really highlighted during PvP. The animation locks do NOT help whatsoever. Also the classes, while well designed get VERY boring after a while. Yes, in wow most use cookie cutter builds, but a lot don't. Plus it's nice to have the option to change how you play your Job. It's a shame, becuase the game has crazy high potential, but let down big time by its defaults, which are pretty big ones. Especially coming from a well polished game like WoW.
raider claims changes that must happen to make the game more fun and they're revolving around a small part of the game. these suggestions are a step backwards , limiting what gear we are allowed to wear? how about you do that as a personal challenge.
They already have something that adds flavor to your job, you get those couple clickables in Bozja. They could just expand on that system and let you use that another places. And the potions you can use in Bozja. So there's a couple different routes to make your DK a bit different from other people, without a complete overhaul of the gear and powers system. (Which they'll probably never do.)
I know this doesn’t have anything to do with the video but what was that music in the background it’s amazing lol
Its funny you say that the tomestone system is out dated, but the WoW community desires the Valor point system, which is basically the same thing. WoW players want a predictable path to BiS, which FFXIV does (even though the gear is BORING). Im just bringing this up because I find it amusing, not that either games approach to gearing is a huge issue. I do agree the crafted gear every tier is an issue that Invalides gear instantly, and should be looked at.
I've been thinking about some of this and how we could put a little more choice into players hands in FFXIV, and I think if they added the dual duty action function that we have in both Eureka and Bozja would be great. Sort of like how covenants give WoW characters and additional 2 buttons, but for FFXIV I imagine it more of a customizable sub job-ish system.
Nothing will change, formula will always be the same as it has been for over 8 years. The reason why it won't change is because it works and is successful. Taking zero risks is why FFXIV just keeps getting "better" because it only improves on what it has to offer, unlike in WoW where they throw everything away in every expansion and try to redesign stuff and its always a gamble as we have seen happen with previous expansions before shadowlands. Play these games for the things you like and move on.
Honestly my tip is to just play every mmo you can see and treat them as unique experience and not lock yourself to only one game. I could never lock myself to just play FFXIV or WoW because those both games are stale via themepark design.
Honestly as far as gear goes one thing that I think would really throw a wrench in all of this would be implementing the NM system again, or like secret sidequest lines. For instance what if there were certain areas that were only able to be reached by accessing a certain quest line, and that quest line was marked as a normal quest. These bosses would have to be killed by full parties or light parties depending on the mob.
This could also be the same with NM's. Farming a specific item or waiting for a limited pop to get the chance to kill a certain mob that would give a unique item. This would create diversity in gear acquisition and create user generated content.
To be fair I have been much more critical of 14 in the past, but I think we can meet in a middle ground and take the best aspects of all games like WOW, FFXI, FFXIV, Guild Wars, Everquest, Runescape, etc.
Though tbh I think if Square were to reach their full potential it wouldn't be until their next game due to the technical limitations of 14's initial quick development time.
the endgame definitely is getting worser by the expansions that come.. they need to make it more compelling and fun to do they can add more challenging content for hardcore players but they need to more unique casual content as well.
other issues we need resolved is a better housing system, better inventory system, and better glamour options/availability.
the u.i also needs a rework imo so its not so clustered and all over the whole screen keep it simple and ease to understand.
Harder 4-man could be interesting. But… I feel like you missed some of the big things in your comparisons about endgame gear and customizability.
Part of why the gear isn't super customizable is because of how the job system works.
You mentioned changing out talents between different raids in WoW. FFXIV's version of that is changing jobs or roles wholesale. In WoW, you are one class, and pick the talents that define your role; in FFXIV, you pick the job you want to use, and that defines your toolkit and approach to a given situation. While I'd be curious to see the return of the cross-class skill system of old, most players view that as a bad idea, and I can understand that to an extent – that might allow changing out of "talents" to an extent, but creates issues with must-have skills slowing progression for someone who wants to use one job but needs a skill from another. Absent that, the way you change how you approach a fight is to change what job or role you're using to approach the fight. And, since the jobs each have their focus on different things and use specific stats, increased variability in how gear modifies stats is rarely going to matter an could be detrimental to gameplay.
Also, keep in mind that for many players the idea isn't to get the best in slot gear from an event, but the gear they want to use for the look. Fashion is the true endgame, as they say, and it's really true (and honestly one of the things that drew me to FFXIV). And sometimes the best gear you get is the best gear you CAN get from how you play. I will likley never be a Savage player, at least in current content (maybe when it's older and I can do it unsynched). That limits the best gear I can get in my current gameplay, until they change out the tomestones so that the latest gear uses poetics. But thats fine, since the best gear I get is still going to be enough to keep me on par with the regular content, which I will be playing – and that's all I need.
…except I need all the Nier gear because it looks sweet do not even care about the stats just give me that stuff now.
By the looks it appear they are really shafting "hard" content in favor of flavour and casual stuff.
I guess gpose and stickers make people buy more cashshop stuff than raid/dungeons.
This is the first time i raided in ffxiv was in this xpac. It hit me and my static hard whos also new to raiding in ff. It hit us hard when we figured out you needed crafted gear even after getting previous tier bis. We just called it quits week 2 of this teir. I think the mmorpg genre is just now stale and moved on to trying to do crazy setup runs in fromsoft games.
Hello! Late to the party on this video. New viewer, but watching the video and re-watching some of the segments and I will say I agree with you on the crafted gear, but the way to go about it in the way you stated having only 3 equipped I don't think would ever work. I've had this issue with the crafted gear since the beginning of Stormblood. In Heavensward I didn't actually notice until close to the end, but the crafted gear in my opinion should only be good enough to barely get you into the next set of dungeon(s). The dungeon gear upon any patch release is automatically obsolete due to the crafted gear. I think the way to go about it to let people who haven't played for a while have a chance by getting gear that's good enough to get you into the current dungeon and have to either farm that out for new gear while you get Tome Gear. Though the way that the XIV team have implemented only one dungeon per patch now people will get burned out, and who knows how they're gonna do it come 6.0 the idea I have is no longer good unless they decide to start adding more dungeons into the game each patch.
In my opinion I don't think they should have ever gone down to 1 dungeon per patch, because the idea of what you have with "Savage" dungeons would be amazing, but it would just suck to have if it's just the one savage level as oppose to WoW's Mythic+ system. I don't see them ever implementing such a thing, because the way I see it they're unable to balance content that well and that fast. Then comes the Tome System. The way they have it now is honestly a bit boring, because all it does is put you on a schedule to either make sure you get weekly cap or you fall behind. Yeah you have a whole week, but at the same time I don't like giving myself a schedule to do this type of content where I do Expert, Trials, and Normal Raids everyday with the occasional Alliance raid or other roulettes. You can pretty much cap within 4-5 days doing this, but for someone like me who doesn't do crafting except to just level it to max cap to have self repairs and gathering is the fact the world is just dead at least to my eyes.
The one thing I like to see is the world alive, but I don't ever see that unless doing hunts or find a crap load of people afk in the capitals. The thing I feel like that needs a major big change is the reasons to go out to the world they make. They need to make content that involves the "Expansion's" world they create. The Best Tribe dailies should be out within the first patch to give people a whole set of things to do and level while increasing the time it takes to get reputation and bigger rewards for these people's efforts of getting max rep with them. PVP I don't ever see getting better, because of how dumbed down it is. I still have lots of fun playing WoW's pvp and when I come look at XIV's I feel like they don't get that more than a majority of players actually do not do pvp or they simply just don't like their version of it. They try to force it, by locking either cool looking gear, mounts, hairstyles, etc to a point that it's like they just want us to toss them a bone.
All in all I have a lot of issues to things that I think should be changed. I wrote a whole story on this and I don't blame anyone who doesn't read it all. So here's the TL;DR part. They need to revert a lot of changes back and add more to do for people of smaller groups that isn't involving just crafting. Bring back more than 1 dungeon per patch and make crafted gear weaker than dungeon gear.
This is gonna be lengthy, stand by.
I just want to point out that calling Gearing pointless could be said for WoW too. Why gear to top for the Current Raid? It's gonna be outdone once they raise the ilvl again because they have to make an incentive for you to keep playing Raids and stuff like that.
For the Tomestones. I'm fine with it. It's a way to progress even when I'm getting Shit Rolls for Gear or Tokens. I can very easily keep all my Jobs up to date and make it so if I'm asked to play a certain Job, I can just say 'OK'. From what I hear, WoW is better about it than they were in BfA, but it's still largely an RNG grind which I don't like. It means getting geared proper is gonna be longer than I want and I could get sidelined for it which is not fun for me.
For Crafted Gear, I wholeheartedly disagree, It's not the only way to gear into Savage and be ready for it, but it's the fastest way to be ready for the entire tier, you can still gear at your own pace or preference. Limiting would mean there is WoW problem where until you get gear, certain Content is impossible, and I don't agree with that. I don't entirely believe in time-gating battle content like that outside of stuff like Patches. Bozja and stuff may require alternative leveling, but you can get to the Content the Ranks gate you behind in a good timely manner, so you can do it all in the first week no prob.
Savage 4 man stuff and more Alliance Raid stuff that is harder would be nice, but I can understand why because it does take a lot of resources to make this stuff for 14. They have to sacrifice the production of something else to make that stuff and that's gonna make some people bored or angry. Better to keep your audience rather than try to trade it for a new one. And before you say WoW can do it, why not 14, 14 is both a much buggier game at base and also the Team takes time to make sure it's all working fine out of the gate, they don't need to fix it almost as soon as they make it because they take the proper time to test.
PvP content would be nice, I do enjoy it, so making it more interesting would be nice, which they seem to want to with Endwalker, but PvP was part of why I didn't stick with WoW in my early days. I was a naive fresh player in a PvP server getting Ganked and not having fun while trying to level. I don't have fun with that.
For Gear-Set Bonuses and stuff, I am actually fine not having that, also fine not having a diverse Skill-set to pick and choose from. Part of my issue with them, is yeah, they make Patches more interesting, but it's temporary; even if I like a certain style more than others, I have to unlearn it and learn a new one, and the pace I do is largely RNG due to the gear. As for skills, why limit what you can use in a fight and force you to have to dedicate resources to swap your skillset for one specific fight? Seems like a pointless step. The only way this would matter to me is if it was largely permanent what you choose and helped really identify you as different, but for an MMO, that's a very rough road, much better for Single Player adventures. It might work out, ensure that people are actively using something to tell the Devs why it's the default people settle on or one people avoid, and that's another issue, if you only have really one good Skillset, why have options?
Overall, I respect your opinions, but to me it sounds like your Hardcore WoW PvE and PvP is kinda bleeding over into your expectations of 14, which is fair, but I also will say it's likely to set yourself up for disappointment if you hard wish for it. I don't think you do, but I've only seen a few of your vids, so I can't judge. That's my take, I know it's long, but I fail at explaining in English. Thank you for reading.