FFXIV Has to Change!



Link to the reddit discussion: https://www.reddit.com/r/ffxivdiscussion/comments/vbpbcb/opinion_post_endwalker_is_the_last_expansion/

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38 thoughts on “FFXIV Has to Change!”

  1. I mean, I'm not the kind of person that fully levels each class I unlock when I unlock it, so there's always something to level. If I'm going to be synced down anyway, then I just use a class that's closer to the synced level, or one that I need to level in general. If nothing else, lower lvl content is a great way time to try out a class you aren't maining atm. I kinda don't understand the complaint about "losing your kit" when you do lower lol content. Maybe it just always made sense to me, but, don't use your fully leveled main to do low lol content. Use another class?

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  2. I would LOVE it if they could somehow make a job's whole kit available even when level synced, and just affect stats instead. I know that it might be impossible, but… as soon as I found out that SMN's ability to summon actual Ifrit, Titan, and Garuda was their level 90 capstone ability, I was like "oh… guess I'll almost never see that then…"

    Unless you do extreme/savage/ultimate content, you're probably not going to see them too often. What other lvl 90 content is there right now where you're not level synced? A couple of dungeons, a couple of trials, a 24 man raid, and maps…

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  3. Syncing down just the stats and not the rotation in non-unreal content can still pose problems for classes like BLM where Skill Speed determines the optimal rotation. As the SKS number syncs down, you can end up with the same skillset without the prerequisite SKS to make the rotation smooth, which SqEn would have to balance for. They would also need to balance individual skill potency so that players who are at content level or anywhere between content level and max would still output competitive amount of damage compared to players that have been synced down from max, which is a balancing nightmare.

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  4. The whole thing about level syncing is "fairly simple" to change (except the dev work) but honestly. Just allow people to use ALL their spells at ANY level. BUT, KEEPING it so the damage is APPROPRIATE for the level. That way new players cant look at it with WIDE BRIGHT EYES and say "I WANT THAT HOW DO I GET IT?!"

    "Blah blah blah X level class here" Gives insentives for low levels to way to get there. As a 12k hour Runescape veteran one thing I dislike about FF14 is I look at a lot of gear and say "meh… cool i guess" (Glamour totally different story). So spell effects would have been HUGE. Like Pallys sword combo at 90? If I saw that in Satasha. I would have dropped EVERYTHING to become a Paladin (I am now a level 76 Pally. Getting there. Only started super recently)

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  5. People are definitely doing DR Savage. On Chaos DC there's Late Night Discord, who do BA and DRS runs several times a week! So if you ever need to complete BA, or DRS, or even need help with Castrum popping, Late Night is great for Chaos DC players! (See if there's anything similar for your DC if you're not on Chaos :D)

    I do wish Eureka allowed you to level outside the instance like Bozja does. That would be amazing. Eureka has such beautiful map zones.

    They really need to do something about Cyrstal Tower though. I love the raid story, but I hate that people like… remove their clothes to rig the roulette. There's SO MANY mechanics in Crystal Tower we NEVER SEE. It would be great if something could change that gave that raid a new life to it.

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  6. Speaking to the comment about how "I don't like playing with wow players who are higher levels and have more abilities," I tend to agree. When you are leveling up and grinding content you still want to have fun, and if someone is able to come in and blast dps without you having any way to compete numberwise (and let's face it, being top dps is a mini game a lot of us play in our heads lol), it just doesn't feel good.

    On the flip side, it does make otherwise trivial-feeling content such as timewalking feel less bad to do as a max level player when you roll in there with your double legendaries, covenant ability, and Heart of Azeroth, so I can see both sides of that. Not a problem I envy having to try and address for sure.

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  7. Regarding having a full kit combo on sync content:

    Ok, let's consider a theoretical case: we are running Sastasha and we have 2 bards (or whatever).
    One is a sprout, one is a synced-down 90.

    Possible outcomes:
    1. Sprout has 3 buttons, 90 has the full kit. As a result, 90 deals much more damage.
    2. Ok, let's balance damage outcome. In that case sprout is using his 3 buttons, and 90 is sweating while executing his 90 rotation. Dealing same damage. Does it make sense?
    3. Ok, let's give a full 90 kit to the sprout then. This will blow sprout's mind. Also, it means sprout won't get any new skills after lvl 15. There will be only renames of skills + new animations + increased potency. But those are not new skills.

    Do those look like solutions?

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  8. I got in early on the CT relic step and knocked that shit out with a raid of mostly BLUs. It was magical

    Then they nerfed it and I actually still have more of those damn memories than there are relics to spend them on because I needed that goddamn bike lmao. 72 CLL runs for that fucking note.

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  9. Leveling really does feel bad on a lot of jobs. I'm an essentially brand new baby sprout(400-500 hours in or so, but who's counting), and recently leveling Dragoon has absolutely sucked. I spent so long having to do single target rotation because you get no aoe till 41, and now I've spent the last 19 levels pressing one button most of the time, and I don't even get healer queue for it.

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  10. I tried to buy the game and play, but it was literally impossible. I had to get a refund, and I will NEVER touch another product from this comete shitshow of a compeny. Fk FF14. Right in the stinkhole.

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  11. Part of the problem with balancing out job kits throughout the leveling experience as new expansions is that there are more and more jobs each expansion. The new jobs are easier for them to develop than rebalancing old jobs (as Yoshi P has previously stated) because fresh jobs are built from the ground up whereas old jobs already have established identities and many iconic skills that need to be maintained while making changes. And, every so often, older jobs need a complete rework because the systems become too complex to add anything more on top of it (or the job through rebalancing has lost its core identity or no longer feels good to play). This all becomes more complicated and budget intensive (in time, man power, and money) as more expansions release and more jobs exist in the game. Since it seems like they won't be backing off creating new jobs, they're going to have to reckon with either changing the level sync system (I think the more sustainable long term solution, but perhaps too costly development wise) or jobs becoming more fractured and less fun when level synched down. Both have issues, neither is a cure all, but they're going to have to address it eventually.

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  12. This issue is most clear in Summoner, I think. Here's the gist.
    Press Button A to summon pet, then press Button B in combat to start your timer, when the timer is finished, you get resource C, you can then press Button D, to activate the thing, and then you can finally use Button E to do the rest of your damage kit.
    This is at like level 10. I had absolutely no idea where it was going at this point.

    I really don't want to just have all abilities at level sync. WoW did that for dungeons in BfA, and it's part of why I made so many alts. I enjoy the leveling process of starting out with a few skills, and getting more over time. so I'd go back just to have the low level kit again. Final Fantasy has finally cured my Altoholism by indulging that feeling at all times. Plus it gives a feeling of everyone's kit growing around you while you're progressing. Like for example, you start to see Summoners using Bahamut at level 70 raids.
    If you get your current kit at any level, no one knows what to expect. Everyone might think that the Red Mage is able to res people in Level 50 and 60 content, but they aren't, and that could cause friction. The first time someone gets kicked for not being high enough level to have some specific utility in a piece of content meant for a lower level, that system fails. it might not happen often, but even a simple "Red mage, Res me! oh, you're too low level? ok" could lower a player's experience, if only that it makes them feel like they need to be max level in order to do anything.
    WoW kind of circumvented this by having all dungeon syncing content be braindead easy. you can't level sync raids or Mythic+, so no one's going to be toxic like that.

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  13. The “stat syncing” idea sounds neat but i think the problem is that when the content was originally designed it was designed with the idea of players having certain abilities (and tested as such). Suddenly giving those same players in the dungeon a lot of additional abilities/traits could possibly trivialize the content kinda like how old MSQ was and also result in like a new player getting matched with 3 lvl 90s in a lower level dungeon and they faceroll the place and then that same new player runs the dungeon again and gets matched with 3 also new players and they struggle as now they dont have anyone with the abilities that “broke” the dungeon.

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  14. I was thinking about this yesterday. If you sink down below 60 with Dancer, you lose Closed Position… You know…. the main idea of the class. It's so weird to me that wasn't designed as a low-level action.

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  15. FF14 really needs better PVP, I understand most of the community doesn’t like it but players like me love PVP. I literally quit wow the day they changed how PVP servers worked 😱 now I just play GW2 because of the amount of PVP options available. I play FF14 and once I beat the main story I kinda quit until more content comes out.

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  16. I will say I love the idea behind Eureka. I also love what they did in Rise of the Shield Hero.
    Basically you enter a new world and your level is reset (or your strength is scaled at least) and your progress is directly tied to the areas/regions/world.
    Something like this could help push the story forward without drastically impacting the current state.
    Another approach could be something like FFXI recently introduced (Master Level) which is another way to scale your growth and measure your strength in a similar linear fashion as the traditional level.

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  17. Creative Business Unit 3 is now so frikkin profitable with the huge boost in players, if they don't capitalize on it to increase the team and actually do more, then they are not really preparing for the future. let's see what happens, only time will tell.

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  18. In regards to the level sync and action reduction, it would be awesome if the actions are retained but scaled instead. This can make earlier duties quicker and/or better for those who have overleveled the content.

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  19. I personally would like to see something like what they did for PSO2:NGS and make a new game linked to your existing character that has a separate chain of progress and maybe different mechanics that should/could not be done in XIV, this could add onto the existing story while leaving all previous elements untouched. There also could be a level/prog requirement to entering the new game/system.

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  20. Low level jobs need a better balance pass. You should have the entire core kit of what it's like to play at end-game by the time you hit level 60, ie, bard has all three songs, tanks have their active mitigation (TBN, ect) ect. Needing to learn multiple rotations of your kit at different level brackets is pretty dumb in my opinion and gives and artificial skill gap that doesn't need to be there.

    On a slightly different note, jobs need much more flavour to them. Just about all jobs have become a builder-spender with the same alignment windows for damage. Why? Sure it makes balancing the game easier, and I'm all for jobs being balanced (the devs have done an amazing job with that), but there's not much mechanical variety. Continued homogenization will kill off vet/long time player counts. It's not good for the health of the game long term.

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  21. I know that I get synced down so much I have no reason to upgrade my gear. I just get the crafted gear, and don't even bother with the tomestones or anything beyond that. I don't raid, because I'm a filthy casual, so why do I need gear beyond crafted?

    One thing I really missed about Warcraft was going through old content and farming it for money and transmog. And that if you got better gear — you could farm faster or harder things. But that dynamic doesn't really exist in FFXIV, because you don't really get money from old content, and glamour caps out when your chest is full. Plus crafted gear is still really good compared to tomestone gear.

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  22. the bigger problem for me is the game seems to let a LOT of players to get to level 90 raids and not teach them what a stack marker is…

    not having a go at players for this, it is a game design issue, House of the Novice needs a new addition, House of the Intermediate or something that teaches players the more common used mechanics like Stack Markers, Gaze attacks and AoE markers, so many deaths/wipes because someone runs into a stack marker, with an AoE marker.

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  23. people complaining about a delivery schedule you can rely on are suffering from a severe lack of perspective. instead of doom posting without offering a solution to the problem being articulated, or similarly creating a twenty minute video discussing said post, and at the same time not really offering any form of solution seems a bit bereft of reason. I feel like you have reached a point where your video is little more than idle navel gazing. People complaining because you can rely on new content, or worse still, whining about a game that manages to maintain the relevance of older content to some degree, and reliably adds new stuff to the old, those people need to take a break and experience the disappointment of other games before creating issues in FFXIV that patently do not exist.

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  24. I love playing low level stuff now. With the changes to msq to make it bearable and the changes to jobs at early levels (drk, mnk, etc) are very fun to play now

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  25. A thought I had on the ability/level scaling is that perhaps there'd be a way to distinguish a threshold. So for example, if you are a max level player, and you enter a sub 60 duty, you gain your full level 60 kit to play with and have your stats synced to the exact level and difficulty of that duty. My logic for this is that at 50/60, each job does seem to have a mostly complete kit, after that you start getting more interesting combos and features, but the basis of those is gained at that point.

    You could then have these thresholds happen more frequently after this, say every ten levels, so that if you play a piece of ShB content, you have your lvl 80 kit, even if you're level 74, for example. The only discrepancy I can see this causing is if you expect a player to have a certain ability, and they don't have it, because they're actually at the duty's level, and they get that ability in only a few levels time. A good example that comes to mind is that, a RDM that is above lvl 70 has the ability to rez people, but a level 63 RDM can't, so there'd be a weird gap between 60 and 64 where two RDM's in the same group may not have the same abilities as each other. I don't personally think its a big deal, but it's certainly a matter that could draw conflicting view points.

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  26. They could easily fix the hot bar issue if they did the same thing PvP does with skills chains and combo skills should just be under one button if they did that with GCDs for single and AoE combos that would save most classes 3-5 buttons right there

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  27. we already have potency, at some point most jobs get an potency buff in the form of traits … disable them and allow you to keep your entire kit.
    would also fix the early dungeons being so bothersome since most jobs don't have their AOE before a certain level, people saying "but newer players wouldn't want to see others use abilities they haven't gotten yet" is fucking bullshit, most aren't gonna pay attention to others, it's not like people will go like "oh, you're not max level, fuck off" people are like that would go in PF or pre-made in general.

    for ultimates they could keep it how it is now, you can only use up to lvl 70 /80 kit depending on the ultimate, since that's suppose to be difficult, but also the problem is that they're already switching around what actions you get at what point, so that's already being changed, which changes ultimate.

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  28. The only solution I can think of is to just let players keep the kit that they have unlocked on their character and just sync stats down in DF content. BUT still remove and limit abilities if you do a pre-made synced group.
    It would lead to imbalance problems in older content, but it would still be fun.

    Let’s say a new sprout lancer goes and does Sastasha. They are not sure if they like their job or the game so far
 The other DPS is a max level Dragoon(with only stats synced). The little lancer then sees the dragoon jumping around, doing stardives and seeing all the cool dragon eye effects. Now that lancer is thinking “WOW that looks so cool! I need to keep leveling lancer and become a dragoon!!”

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