Final Fantasy 14's Future, the Minority vs Majority must End



I feel some people are gonna shout about “Job Balance” because of the topic I chose for this video, but he’s the unfortunate truth.

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20 thoughts on “Final Fantasy 14's Future, the Minority vs Majority must End”

  1. They are not listening we have asked for more summons since release no change. So I don’t think they listen they take the shortest route to success instead player fun. It’s like the fantasy that was in ffxI is not in the classes of ffXIV.

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  2. 7:03 Okay, lets not be unfair here.

    Hardcore raiders are the people complaining the most about the two minute meta.

    Fundamental job reworks like Summoner were wide complaints made by the whole community because Pets are extremely irritating to utilise in this game – and because SE has decided they don’t want DoT abilities to be prevalent like they are currently.

    You can’t blame hardcore raiders for SE making terrible balancing decisions and job alterations, especially when its stuff they have explicitly not asked for.

    Buff windows being difficult to line up was intentional design to make raiding more challenging and most hardcore players preferred it that way. If anything the complaints would have come from midcore players in that respect.

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  3. While I think the two minute meta is fundamentally a good idea, I do wonder if the one minute aspect should be upheld or if it could be done away with in favour of more job individuality. As long as all the jobs sync up for the burst phase we can have two minutes of however much individuality and uniqueness we want. For my part I would be happy enough if they reviewed the job lore and went from there.

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  4. you pretty much nailed it, the homogenization is ultimately a good thing IMO because it brings more people to enjoy this, let's be real, amazing game. The skill floor has been increasing too, I really doubt players could do years ago what they can do now in fight… Clearing Savage and Ultimate in PF? Imagine that.
    The fight design has been improving a lot too, with Criterion being some of the best fights we had in years, despite the lacking rewards/game systems. Personally, I'm very excited about the announced new exploration zone and further additions to Variant, Dawntrail will be at least as great as Endwalker for it!

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  5. Remove dmg buffs for the whole party (or most at least and keep dnc partner or whatever) and then you will be able to have unique timing for burst windows for every job and focus on the fun instead of syncing everyone burst windows for higher dmg output with 2 mins long. Also make the new extremes and savages don't have transition that makes the boss untargtable or at least long enough to have your CDs back. This is just my opinion tho.

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  6. I do have a possible bit of insight with the idea of them balancing jobs around high level raiding, it's something team fortress 2 was thinking of called trickle down balance. The thought is if the top level of play is balanced, that'll trickle down to the rest of the game

    I also found it interesting that you mention wanting the jobs to be more unique as a more casual viewpoint because I know a lot of raiders feel the same! So at least there may be some consensus there!

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  7. THANK YOU for saying all this. I'm so happy the game is getting so popular and the community keep growing so much. But the constent bullshit people shout out in social media is tiresome. And the many youtubers and streamers that use those "drama" to make you are simply despicable. So once again Thank you for elevating the level

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  8. Personally, my issue with the 2-minute burst meta, is that raidwide buffs stifle creativity.

    With the sole exception of Paladin, every single job is built as a resource builder-spender, limiting what SE can do with these jobs as they have to have all their biggest, shiniest toys fit within the 15 seconds of 10+ damage buffs.

    Likewise, boss fights all have to be built a specific way to take into account how all jobs are at their busiest and have all the raid buffs every 120 seconds. They can't get really weird or crazy or that will screw up everyone's timing and rotations.

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  9. Honestly I think the criticisms wouldn't be as bad if the activities weren't as staggered. Too many players go into the game for an EW update only to find out the thing they're excited about doesn't show up for another two weeks.

    It's not something player particularly complain about, but it fills up the cup.

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  10. the 2 minute raider is trash…. The timings in Shadowbringers was actually perfect. I'm a raider. The 2 minute window was supposed to make it easier, but in reality it makes it harder and the skill ceiling to hit the high numbers and DPS checks is harder because if you fall out of the window there is no way to get back to it where before you could try and line things back up with the 1 minute and 90 second windows.

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  11. Honestly I feel like you've missed the mark here in a couple spots. Granted I have some very strong opinions on this topic having played since 2.0 myself. But I feel like the biggest problem is how much the vocal raider majority has been listened too, leading to a lot of the problems we have now, such as the 2 min meta, and how they were forced into catering to it which led to the great Stormblood skill purge, and honestly when I really lost a lot of enjoyment from FFXIV. Two big examples. My tank and healer mains of DRK and SCH.

    I could take my DRK into Eureka for one, and do some outright insane pulls, when DN was tied to the blood gauge unlike the joke that is the utterly stupid flood of darkness buff it has now you could round up a horde, start slamming Abyssal Drain when it had an actual MP cost and wasn't a glorified cure one on a CD like the joke it is now. Pop a Quietus to get mp back for every target hit, unlike the pathetic useless joke it is now (sensing a pattern yet?) Hit Darkest night with all your mp back, get your blood again, wash rinse repeat, and mow down packs. Before we add in darkside for more dps, dark weapon giving back mp, dark arts (yes i LIKED dark arts, fight me) able to buff other hits like the now gone aoe you could blind whole backs with too. It was unique, and fun as hell. What it WASN'T was, oh look, I have a burst window, let me pop five bloodspillers in my best warrior impression and call it a day.

    My SCH? I weep for what SCH was, where is my miasma IV? Where is my shadow flare? where is Bane? I was the DoT'iest DoT'er that ever DoT'ed a DoT! Now it's oh, oh, I guess I can just ping my ONE dot around, oh and sit here and spam art of war all day, wheee… And basically in a competent group cast Excog on the tank every now and again, but hey, least my aoe's have more range? Side note, this is honestly why Sage has zero interest for me, I tried playing it for a bit but it's just too similar to other healers, there's nothing that makes it stand out.

    The main reason I also picked both of these roles? Because they were the standouts for being basically a DPS tank, and a DPS healer. (Ask anyone who played a HW paladin) They had a defined but UNIQUE role. Dark made killer off tanks if you knew your role in a fight. And the damage was outstanding. But after the great stormblood skill purge? Combined with the continued insistence of turning every new raid chain and trial into endless visual tell cluster****'s A lot of what I enjoyed about this game has gone downhill fast. It's all about the meta, and not about a feeling of accomplishment or uniqueness. If they can bring that back I'd love to see it, but I don't have much hope for dawntrail pulling it off.

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  12. Personally i'm not a fan of them homogenizing class timings. They first claimed that the reason for changing classses to be easier is that they could then focus on making fights harder, but they haven't made fights harder (Ultimate's being the exception), fights have either gotten easier or stayed the same as they were in the final patch of Heavensward. You also then run into a problem of all jobs feeling the same and boring, you're already running into that. Gunbreaker is currently the only tank that feels unique, paladin, warrior and dark knight feel like slight variants of one another, and there's very minor differences between an Astro and a Whm, or a SCH and a Sage. Yes, if you look at what they all bring to the table there are noticeable differences, but as far as how they are played from a rotational standpoint, they are interchangeable. It's disheartening and leads to burn out, especially for me because I like to change jobs from even patch to even patch to keep myself from burning out, but it becomes harder to do that when all the jobs start blurring together.

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  13. What do I want?

    A better f2p model that will allow me to interact with everyone else.

    Be able to join a company, be able to use the auction house, BE ABLE TO SEND PMS!

    It has created an us and them division in the community.

    You hear how wonderful this community is, but not if you are f2p.

    You are looked down by subs.

    For a f2p, ff14 is WORSE than a gacha game.

    I got my classes to 60 then quit.

    I was stuck playing alone and dealing with pugs that were full of complaining.

    The f2p model stinks and makes people not want to play.

    If you just want to try this game before committing to a sub,

    Forget it. It's not worth it.

    BDO and other Korean style MMO has tons more content than this game does, getting you more involved and wanting to spend money.

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  14. I just want people to be kinder to each other in game tbh. For example: be nice to tanks and let them pull what they're comfortable with; stop pulling ahead of them or rescuing them into more enemies– espeically when they politely ask you not to. Just be kind; it's so easy.

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  15. i want more distinct jobs with a different flow and for different roles to have to pay attention to different things (eg: tanks having to think about holding aggro, dps thinking about not pulling off the tank etc). if buff times can help that then that would be good, but im not directly worried about buff timers.

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