Yoshi-P Comments on Oversimplifying FFXIV



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Source: https://www.reddit.com/r/ffxiv/comments/1bc1ppo/new_yoship_interview_plans_to_make_ff14_less/

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36 thoughts on “Yoshi-P Comments on Oversimplifying FFXIV”

  1. Honestly, the one thing that annoys me about ffxiv (besides the house crisis) is the lack of skill-customization, I wish they hadn’t removed cross-class skills, but rather improved it/expanded it…Also, hated the changes to astro..

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  2. This is because the game now caters to everyone and no one.

    The msq is so long now that it is almost not worth the effort to get to the endgame because, on the group content side, there’s very little of it.

    If you actually want to progress savage and ultimate, a static is mandatory. I seem to remember there were better players in PF in stormblood and shadowbringers. But if you don’t have the schedule for a static, you’ll be banging your head against the wall in PF. Plus when the next set of crafted gear comes out, all the gear you gained in the previous savage tier becomes glamour. So why bother?

    The game does not prepare or teach the player base for savage or ultimate (teaching rotations, or gradually scaling group content difficulty over levels to make it more challenging) so when they reach it, it’s just a wall. It’s either 99% faceroll or 1% hitting the wall.

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  3. I really hope this applies to some class structuring as well. The over simplifying of AST & SMN is highly demotivating, it used to be such fun classes with more technical skill & things to think about. I get accessibility in terms of new players, but keep the classes simple, but as soon as that job stone is in, it should go back to amping up the technicality.

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  4. Switching to controller brought a breath of fresh air to gameplay for me. To anyone who'd appreciate a challenge, and maybe even feeling like a sprout again: I urge you to give it a shot. It's a whole different game.

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  5. Every time the two minutes meta comes up i will say this. They need to basically delete raid buffs from the game. Keep dance partner, bard songs, and astro cards for job identity, and delete everything else. Suddenly you've solved the two minute meta because now people dont rely on their teamates for damage, and jobs can then be made more complex and diverse. It shouldnt be a thing that 75% of jobs apply full party raid buffs that can be stacked multiplicatively

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  6. FF14 needs to have repeatable content, same as how WOW has M+.
    M+ is WOW's life support rn, it adds so much playtime to what would otherwise be a lackluster expansion in terms of playable content.

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  7. I hope this emans they will add back in class identity becuase I quit playing after I finished the endwalker story becuase we ddint even go 5 seconds of "we want to tell stories without the scions" before they were all back, and because all the classes fdeel super samy and boring as heck, tanks didnt have anythign that made them different, we lost DoTs becuase they were "hard to keep up" and other things.
    then we got fallguys … just no, the events are set in stone to the point 90% of people who played them after the first month were doing so with a macro not even a botting program a bog standard macro, this event even showed just how lacking and dated the game engin can be when care isnt taken for makign the content which is sad
    and no I am not advocating for a new engin this sint like bethesda who reuse to update for no reason, this was purely a state of them not taking care with the content or makign things wiht the limitations of the engin in mind

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  8. My disappointment lies in difficultly ramp. Easy content got easier. Critereon felt like Savage /Extreme. There's no Medium.

    I guess I'm looking for the old Hard dungeons or even Harder dungeons.

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  9. i'm still angry at those people who couldn't shut up about how bad of an idea eureka was and complaining all the time about the grind. eureka and bozja (a bit less) were the instances that kept me interested in playing between expansions. i mean, what's not to like about more areas, more rewards, more content? it was such a stupid complaint.

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  10. This actually has me a bit worried. I tried 14 multiple times with it finally only sticking in late Shadowbringers around 5.4.

    Ff14 is my go to relax game, go play a few duties do my deliveries maybe level a bit a class or job I'm still working on. I have trouble remembering all the dungeons and their individual mechanics but I struggle through.

    The last thing I want is for 14 to require research on rotations like wow or crazy hard dungeons and raids. I will never do savage and if I can't solo an extreme it ain't getting done.

    My hope is whatever difficulty they add is manageable or negligible.

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  11. I don’t mind if things become more challenging if my fellow players accept that higher difficulty means more failure and longer dungeon and raid runs. I don’t think a lot of supposedly expert players truly understand what they’re asking for.

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  12. I can tell you that the oversimplification has resulted in tanks being too strong on their own. Today for instance I watched a party go through a roulette with no healer and the tanks never even got close to low health. They weren’t even doing anything special or employing clever tactics.

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  13. I guess I'm in a minority, but I actually stopped playing that much because there is way too much to do and it gets overwhelming. I also nearly gave up altogether because of the horrible solo instances that take me weeks of tries to accomplish, with countless attempts that get me so stressed it's not worth it. I've been hoping that they offer a way to skip those, the ones in SB nearly made me quit. I don't play for the sense of stress, I suffer from anxiety, I don't feel any sense of accomplishment when I finally manage one of these instance, I just have to take a break afterwards because I am fed up. Engaging, sure, compelling of course. But not stressful, no thanks, I have more than enough stress IRL. It's fine if there are optional hard things do to for people who actually enjoy that, but not in the base game please.

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  14. The problem is they have to trend very carefully here if you go too much in the other direction, you’re going to lose a lot of casual players. Casual players are the majority of the games player base. Cater too much into that hard-core fan base And you gonna turn a lot of people off

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  15. There is a reason I got High Roller recently…I really got into achievement hunting because of our current situation, as in having to make up stuff to do, and most of the harder to get achievements I'm going after are older content. I've always missed the feeling of having more challenging things to go after and flex in XIV. This makes me a little bit more optimistic for Dawntrail!

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  16. I agree 100%. All I do is Ultimates twice a week. 5 minutes before the start I log in, have fun with the prog(!), as soon as we leave the instance I log out. Not a minute more. I have absolutely no motiaviton to do anything in this game as it all just feels like a time killer, not something I can get into and achieve/earn something. I'd rather play other games that allow me to do that.

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  17. I do feel like the normal content is all over the place in terms of difficulty. I feel like the EW leveling dungeons had more mechanics that could cause you to mess up then the entire EW normal patch content(Alliance Raids, Dungeons, Normal Raids, etc.).

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  18. In a game where more and more jobs get added, I think it's important for the devs to stop with the mentality to incite players to play all of them. I can play BLM but the moment I got it to lvl90 I switched right back to RDM, then I discovered DNC and I liked it more so I'm basically only playing DNC and WAR if I feel like tanking.

    It's completely fine when you end up with 10/12 jobs to focus on only 2-3 or even just 1 for players, so the devs should think about it and focus on having the jobs play very differently between each other, more specifically they should feel unique rather than samey.

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  19. idk. wall pulling end times can be pretty stressful. it's an mmo. the player creating their own difficulty is part of the game.
    99% sure 2 min meta isn't going anywhere. It solved so many problems with having meta jobs and I would assume made designing fights easier too.

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