FFXIV Patch 6.4 Beating Down Player Burnout | Community Comments



FFXIV Patch 6.4 Beating Down Player Burnout | Community Comments
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Outline
0:00 Brian’s Mic Issues
1:13 Interesting YouTube Developments
5:00 Chris’ Thoughts on Final Fantasy 11
13:00 Bought my first car story
16:30 Final Fantasy 11 Rework
21:00 New Final Fantasy MMORPG
25:30 FFXIV Graphics Update
27:00 Final Fantasy XIV On Xbox Status
32:00 FFXIV Frustrated with the Relic Step
34:30 Diablo 4 Impact on Final Fantasy
45:20 What Do You Want from A Diablo 4 Season
50:30 FFXIV Homogenization Vs Unique Jobs

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8 thoughts on “FFXIV Patch 6.4 Beating Down Player Burnout | Community Comments”

  1. Going forward, they should not use the Luminous Engine. Remember that there are a ton of issues related to how it calls for information that they have still yet to fix because it wasn't designed for an MMO. These are the problems that result in the limitations of housing, inventory, and the marketplace. This is something that they cannot continue with and will ultimately break the game if it remains unfixed. Going forward, they need to develop an engine with MMOs in mind and use that instead of FF14's variation of the Luminous Engine. The Unreal Engine is probably where they're going to due to the special deal they have going forward with Epic. But, that is VERY costly in the long run for them and is something I would not like to see them do.

    There's really nothing problematic with the relic step in Endwalker. The main complaint is that it's too simple, but the other end of the spectrum is far worse as we've seen with Eureka and Bozja. No one wants to run Crystal Tower for the 200th time again. But, forcing people to run specific dungeons just makes more people abandon it instead. The Blades relics still sucked when you were running Delebrum Reginae for the 50th time because you could do 2 relics at once. The open ended tomestone method seems to be the way to go. It doesn't help that it's still tied to the Manderville quests, which still seems to be the biggest complaint of all. However, tying it to the new deep dungeon in any way will likely instantly kill interest in the entire relic chain. We saw this happen with the Blades relics when people found out they had to do DLL with the Blades relics.

    I have no idea how many times I have to restate this, but it feels like every other video. Fights cannot be complex because FF14 doesn't make use of its telegraphs. By removing them from dungeon encounters like they have since late Stormblood, it in turn forces them to reduce the number of mechanics for those at the skill floor. A good example of this is O11N vs O12N. O11N is considered as the significantly more difficult fight due to the lack of telegraphs that make it difficult for players to understand how to react to it. Its inconsistency has only made things worse. By comparison, O12N chains together many attacks and is by far a far more complex fight. Yet, it isn't treated as the difficult one because there aren't as many "gotcha" type of mechanics. The untelegraphed attacks in O12N do still get people, but it shows exactly how you can get away with a lot more complex mechanics when you show people what or how they need to react to something. This is something that FF14 needs to address in order to create more complex boss battles. And let's face it. If the developers aren't going to do something about the telegraphs, the modders will continue to do it and profit off of it. We already saw them push it with Alexander Ultimate and they've done it for Dragonsong Ultimate too. Omega Ultimate hasn't gone as far yet, but it's almost there. This is FF14's chance to nip this and get it back under control because if they do this for another expansion, it's going to get far worse.

    The main issue with healers is that shields just aren't that good. The AST and WHM burst healing has always been better while SCH and SGE seem more like green DPS. They've tried to throw in other things like MP management in recent expansions, but it hasn't really done anything about the problem overall. Burst healing just feels too good by comparison.

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  2. I see the "homogenisation" more like archetypes. With the paladin update, it flows like GNB, with a more double one minute rotation. Where as WAR and DRK have a long build up with in it's rotation. But even though these 2 groups have a similar "archetype" of combat flow, Paladin and GNB don't feel the same, while WAR and DRK feel less similar now, to me, than they did in the past. I think the design of these "archetypes" while still letting these classes have their identity is the perfect balance. For, well, balance.

    The melee/caster DPS "archetypes" of selfish or not helps differentiate each job with in the roles.

    For healers, I think shield and Regen, or what I would say is proactive and reactive healers, works as a whole but AST feels weird since half of it's identity was it's flex nature.

    In general phys ranged has the balance of BRD being party wide buffs, DNC being a one target buff and area buffs/heals, while MSH has the damage focus. I think they just need to do more with the role.

    What I call this "archetype x identity" system that I'm seeing can definitely work to keep players feeling powerful but keeps one from being head over heels better. It would just need to be refined more.

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