FFXIV: Yoshi-P Exposes a Major Flaw in the Games Design



FFXIV: Yoshi-P Exposes a Major Flaw in the Games Design – Full Yoshi-P Interview https://youtu.be/NocKYpB9YlA
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30 thoughts on “FFXIV: Yoshi-P Exposes a Major Flaw in the Games Design”

  1. I’m an ast main, but don’t play savage content because of the “hard core” raid community. I’m just interested in enjoying the game and not interested in listening to some dick head talk shit if I make a mistake. I’d love to get into a static with a group of down to earth like minded players, but they seem hard to find.

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  2. So no one will ever address the problem with 14 and the fact that the more they increase level cap the more and more abilities they have to add. Trying to tank on a controller now is a nightmare. I stepped away from 14. Won't probably be back. There's too many abilities and every bit of content is just how fast can you move and not get killed by lag…

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  3. In FFXI it was a lot like this. Glaring issues weren’t always looked at until the JP’a complained. FFXIV has been better about it, but it’s had its moments where it hasn’t been.

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  4. I feel that transferring armor/weapons between roles in order to not "lose progress" just undercuts the achievements that people have made to obtain said gear. Imagine running healer to max and obtaining gear quickly, then transforming it into DPS/Tank gear, it is like a shortcut to the other role's gear, which in natural occurrences would be otherwise be difficult or time taking. Role-based Caps make more sense.

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  5. I feel multiclass systems should be more geared towards mixing classes for you primary build rather than just changing roles on a whim. Something more akin to FFXI where you can pair DRG and RDM and end up bringing versatility to the job, whereas the armory system in XIV is very rigid and doesn't allow for variety in playstyle

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  6. I think FF14 should stay at lv 100 and don't lv up to 120 but maybe create something to increase the job, like FF11 job points or merit points to increase attributes. I would love sub jobs but FF14 is not flexible as FF11 in that part, but leveling the old gear would be nice like the they did in FF11.

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  7. Have to look at the role as a whole. PF is missing healers across all data centers and people are voicing their opinions on the forums and they are falling on deaf ears so the general population takes a hit.

    People were complaining that they were waiting hours for a healer to join their pf. That is a serious problem in a mmo where you need a healer to complete high end and even some casual content

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  8. It is kinda crappy they say “yeah you can play every job on one character” but then if you want to seriously raid you have to pick just one role and are weekly locked, unless you have an alt, which defeats the point of being able to play every role on one character. Even worse, all the gear you get from savage is superseded by the new crafted gear that comes out when the next tier releases, so all the effort you have to make through PF to clear weekly kinda makes it feel like a waste of time, unless you have a static with really consistent players and can do weekly clears easily and then move on

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  9. I'd rather see 7.0 come with a change to the entire gearing system. Maybe going to something like Star Wars the Old Republic does things. All of their armor and weapons are completely cosmetic. The stats come from armor inserts and modifications that raise the stats etc. of the piece. Find a new breastplate that looks really sick? Pop the mods out of the one you're wearing, put them in the new one. You get the new look with the same old stats. For weapons, the damage of the weapon is determined by the blade, barrel, hilt, etc.

    If tomestones bought armor mods that were interchangeable, there would be no problem at all trying another job without spending months to re-gear the new role.

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  10. Ironically it is why I get fed up with current bis and gear. You work your butt off on your character/s and also try to do activities with friends and communities since I do rp. I do love raiding but 9/10 if you do a pug raid on the crystal data center I lose my mind. I literally travel to do content now to aether if its during the day. It is also extremely frustrating that I do play a healer cause many many many times I'm fixing up issues that are never fixed in static groups that I would be in. After months of it I finally just gave up and now I just relax in FFXIV without touching savage content. That being said, I do see many people enjoy it and have fun so it is good to have stuff for them to play but I do feel that the end game for expansions and patches specially raid tier gear is too much for me at least.

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  11. Caps sucks, they don't prevent burnout and for a game that tell you to take breaks if you take a whole week of the game you lose a whole week of tomestone/lockout. Maybe that's a me thing, but I don't like to play something when I don't feel like it.

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  12. Instead of one token/week per S/E/U duty, SqE could allow two role tokens/week. Then one has better chances not only to gear up his/her main but can gear up and fill in for missing roles. If one decides to grab both for a melee and a caster, then he/she cannot complain about lack of tanks and/or healers.

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  13. I had a visceral "No!" come out when you mentioned the levels going above 100. 7.0 is the perfect opportunity for them to transition the game away from this ever leveling up and eventual level squish, frankly, nightmare scenario. What is the actual point of levels of that's what it comes to? Dopamine rushes is that all? Surely we can get those with meaningful horizontal upgrades rather than the endless treadmill. Never mind the gear doing that too, I've often lamented how named gear from ARR that is like the equipment of the gods is literally worthless one expansion later and doesn't do anything special besides.

    Maybe fundamental changes like this need to be in a FFXVII rather than FFXIV. So be it

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  14. I started healing recently, and it's been fun so far. But I can see where it would get pretty tiresome. I enjoy healing in FFXIV more than I did with WoW but there are some things that need to change to keep things interesting. Unfortunately I don't have any real, constructive criticism because I don't know how they could change healing more positively to make it more interesting without breaking the system.

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  15. I don't know that I would be down for transferring gear directly from one role to the next especially in savage where you have to be very particular about your rotations, heal plans, etc. What I do think they should definitely do is change the book system and perhaps significantly reduce the number of books required to get a piece of gear. I also think before the end of the tier the caps should be lifted entirely on gear to make it easier for groups to get additional gear. After the world first race is done, there isn't that much of a reason to be so protective with gear.

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  16. I think all of this is a bad idea. Main are supposed to be defined as main. The option to make a second character always exists. Where's the player agency gone to if everyone can just be whatever the heck they wanna be on a whim. This isn't a SandboxMMO. Different jobs are different project. Not one project for all of them lol. Relic already got made a joke, now people don't want to play anymore for gear lol, funny!

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  17. Just remove vertical progression, grinding gear is neither satisfying nor fun. Create better gear with minor qol improvemenets for people who want to grind for gear or glam just like in GW2

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  18. I'm in this exact same situation as I was playing DRK as the OT in our raid team and then our WHM had to drop for a while due to technical issues… so I rolled over to WHM to cover for it to not inflict the group to bad healers… so I'm back to the 610 crafted gear for the WHM and all the tomestone gear is still on the DRK. It sucks, but I would really like to have three currencies so that I can gear a healer, tank, and DPS in parallel.

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  19. I like the idea of using tokens, be they tombstones or scrips or something else. That puts the power in the hands of the players, who can choose to keep grinding for gear drops, or spend their tokens to buy what they need. Letting people just exchange gear dilutes the whole purpose of having jobs or roles, since at that point you're trying to have everyone be generically everything at once. However, if I can purchase gear for any role, then I just need multiple sets to equip as I change jobs… and that just takes more tokens, not necessarily more RNG luck.

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  20. I hope they dont do a level squish. Like you said the gate is the msq, not the levels or gear. Squishing the levels down isnt gojng to magically make the story shorter lol.

    As far as the healer problem goes, im sure all the youtubers talking about how much healing sucks doesnt help matters. I get where theyre coming from and not even saying they dont have some valid points, but they really make it sound like its the worst when healing is my favorite role! Hell, i love all the healers and have raided the current tier with them all but still find WHM to be my favorite to play. Maybe my love for the ff franchise as a whole and nostalgia plays into that but still i think my points been made.

    They literally made a whole new healer job this expansion, and they made heal checks more intense just like people asked, so what else are they actually supposed to do about it?

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  21. Honestly, from a person who caps tomes and gets the raid drops each week, making any changes to this would destroy the balance of the game. It would actually disincentivize playing the content well before the next major patch is released, as people would have every role they play geared at the same time.

    Also, if you played a game like WoW, you sure as hell do not run every one of your alts through the relevant content each week, in order to keep them all relevant, unless you only have 2-4 alts. But, you would get burned out quickly by doing that.

    I understand why some people in FFXIV feel the way they do about the end game gearing design, but in the end, I would say that BiS doesn't really matter, at all, in this game. As long as you have the gear to enter the content, you can beat it. Gear just helps nerf the battles for people who do not have the necessary skill level to beat it at the min ilvl.

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  22. Funny thing is, let's suppose they go for Meracydia as plot for 7.0. That way they can, let's say, do dialogue for people that finished the patches from 6.x and dialogue for people that started on 7.0. It's going to be A LOT, so I'll not be surprised if this expansion gets delayed.

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  23. While I will welcome any changes to acquiring savage gear, there are still other options. Tome, normal raid, crafting could get you started.

    P5S average iLVL is 600. It might be a cool experiment to see if players could clear it with old raid gear.

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