Final Fantasy 14 is Changing! (in a good way)



Final Fantasy 14 is getting harder, and that is a good thing!

Chapters:

Intro – 0:00
The Interview – 0:14
My Thoughts – 0:31
Why being too easy is a problem – 01:22
Hamster Meme – 2:07
A Realm Reborn Content – 2:14
Cat Meme – 2:44
Why 14 is hard to recommend – 2:58
Why FF14 should be harder – 3:31
Final Fantasy 16 – 3:47
Let us increase the difficulty – 4:30
Message to Raiders – 4:51
Dawntrail – 5:08
Outro – 5:23

#ffxiv #ff14 #ffxivonline #ff14online #finalfantasy14 #ff14memes #ff14meme #ffxivmeme #ffxivmemes

https://discord.gg/vTYTVuqqHN

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21 thoughts on “Final Fantasy 14 is Changing! (in a good way)”

  1. Ring of EZ is a great idea. Honestly, when it comes to Solo content I prefer easy, since I'm there for the story. If it's a completely single player game with post-game content, that's usually what I do. Easy, then ramp it up after the story.

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  2. Stress? STRESS?! It's not the dungeons that are stressful! It's the [spoiler] and [massive spoiler] and [huge gigantic spoiler]!!! Not to mention [spoiler] and [titanic spoiler]!!! I got your stress right here!!
    Final walk my left goodberry! 😅

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  3. Me who suffered in 2020 endless random runs in Aurum vale then got nerfed where are my difficulties?!
    I'm kidding tho sprout and veteran wise that place is really hell glad it got nerfed

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  4. Another thing is the class all feeling the same 😀 I think low level dungeons would be more fun with diverse classes that all have their own thing so even if the mechanics were not changed and were still easy, you could at least have fun with your different playstyle to other party members. I think stromblood was a peak for class design on that aspect and I really wish they start to redo classes with a mentality that it is okay to have hard to play, easy to play, midcore, fun classes. The whole point of being able to play all the classes with one character would be way more valid than it is now!

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  5. Game definitely needs some content that's in between brain dead auto pilot oooo pretty colors and UwU savage practically a 3rd job level of commitment raids. Something that engages the neurons and makes happy monkey brain stuff that makes me concentrate and reward good gameplay skills and knowledge but not so far as be here Tues-Sat from X to X. And hope they do spice it up change the format break away from the formula, Ex dungeons 2 trash pulls at a time with no mechs or 1 repeat, mini boss, repeat trash pulls, mini boss, trash pulls, finally boss. Throw in some more mechs to trash pulls, have more than 2 packs for a "wall to wall" like they used to but with the duty support functionality I doubt they ever will. Speaking of back in my day at least when I joined in Stormblood regarding old content being super bare bones nowadays, you had more to do on a personal level that engaged your brain that has all been done away with in QoL, like enmity management, physical dps having a resource gauge to do attacks like MP called TP, timing attacks take dragoon jumps with the animation lock and blood for blood used to also have a tradeoff with taking more damage by like 15%, stance dancing with tanks, healers aggro that would get cure bots public enemy #1, casting protect. Game used to actively punish bad play which I think is sorely missing and doesn't reward personal skill and game knowledge like you could easily tell then when you got a good party that was in sync it was awesome, when you didn't it was a struggle and had to off tank many times a drg to pull enemies off the healer so we didn't wipe. Now it's only visible dungeon wise if you burn the bosses down quick and skip mechs. I'm not saying I want to go back to those times with that but when you take that aspect away from the game and don't increase the difficulty or add in more somewhere else in the game you the situation we find ourselves in now. Thanks for joining me on this Ted Talks looking forward to Road to El Dorado and love the memes

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  6. For me… I dont really.. WANT to go into things like Savages or ultimates just for that extra difficulty.. cuz that in of itself is stress to even get people together, not to mention trying to get the clears themselves. Extremes are farm modules for mounts and weapons, and normal content is… as the video is stating, too easy.

    When I hit shadowbringers is when any sort of difficulty started to appear again, but that only extended to bosses of dungeons and raids. Dungeons themselves are still just visually pleasing tours of a map. And when you reach mini bosses or bosses, you activate the one braincell working overtime, then shut it back off until the next boss.

    I think, for one aspect of the game.. Make dungeons more interesting. I'm not saying to add … shudder PUZZLES. Or mysteries, but… Perhaps more hazards for a player. Maybe with some rhythm to it like from the Nier raids. It would keep a player thinking.. actively looking AT the dungeon rather than just straight ahead into the next room.

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  7. Yeah this was a bad translation! Pretty sure he meant not enough grindy things, not the difficulty of dungeons and stuff, more so the relic in ew was rubbish to get and things like that

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  8. You're wrong about the old stuff it didn't use to be that way they nerfed over and over. I joined the game in ARR. You need to take into account our skill system, which was not the same back than as well

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  9. I wonder what Yoshi P really meant to express. 🤔 Maybe he’ll address this again in future. As for the stress, well, I’ve been playing this game since ARR so I’ve felt the real stress. 🤣 I believe the game has become more and more accessible. But that doesn’t mean there isn’t challenge. Difficulty is subjective after all. Even FFXIV can be difficult for many players. 😅 But I admit the FFXVI rings could be an interesting idea to apply to FFXIV combat. 😋 In any case, time will tell what’s coming next. 😁 I’m happy with Yoshi P’s work over the years so I trust that one things will remain central and most important. The story. ❤️ Thank you for this video. See you on the next one. 👍

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  10. A yes stress and difficult the thing thst never has or will keep a mmorpg alive .the msq being easy is the point if you want challanging content tje msq aint for that and shouldnt be for that it for casuals ,for challanging content go to midcore content for it like eureka,bozja deep dung,ext trail ,some ally and normal raids, varaiant and crit dungs and if you want to be tryhard you got crit savage dungs,savage raids and ultimate .so plus shut up about maje msq a CASUAL LV CONTENT not everbody plays to be challanged that as snti casual as it get keep the stress to optional only content otherwise ffxiv will suffer the way wow did in bfa and shadowbringers.

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  11. I think dungeons should have tiers of difficulty based on the level. Because' obviously, the higher the level, the more knowledge and skills (not talking about job skills) the player should have. So, from LV 1 to 30, it should be baby mode or tutorial mode; from 30 to 50, it should be relatively easy but harder than it is right now; after that, I'm not sure, but maybe something like 50 to 70 or 50 to 90 should be normal to difficult but again a bit harder than it is right now. After level 100, everything should be in hard mode at the base level, I guess. But maybe not, Idk.

    Games like these are obviously hard to balance in terms of difficulty, since the more content it has, the more job skills there are to juggle, etc., on top of mechanics and such, so it obviously kind of becomes more difficult by itself just from that alone. So I don't expect it to get easier, but it depends on how sadistic the developers want to be. I mean, look at Souls games, right?

    Personally, I think the game is fine as it is right now for me anyway, but I haven't gotten to the harder Shadowbringers content yet. And yeah, maybe making the old ARR up to SB content a bit harder each 10 or 30 levels or so wouldn't be a bad idea. Since it can be more engaging for both old vets and new sprouts alike, it might also scare some casuals away. The thing I can agree with most is that ARR content is a bit too easy, to be honest.

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  12. Unsynced is already an easy mode imo. They don't need a ring for that they can just make clearing the dungeons easier by letting first timers beat it unsynced. Unless that's already a thing? Idk

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  13. I can draw parallels between FF11 and FF14; you can play 11 alone using Trusts, but the game is much more enjoyable if played with other people. And the game has gotten a bit easier to break into because of Trusts, but it still retains its challenge. I’ve lost count of how many times I’ve wiped by accidentally aggroing one too many monsters, that DONT STOP FOLLOWING YOU UNTIL YOURE EITHER DEAD OR MANAGE TO REACH A ZONE!

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