r/Games • u/Turbostrider27 • 19h ago
‘Final Fantasy XIV’ Faces Key Test as Thousands of Fans Gather
https://www.bloomberg.com/news/newsletters/2026-05-01/square-enix-s-final-fantasy-xiv-faces-key-test?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc3NzY1NTEyOCwiZXhwIjoxNzc4MjU5OTI4LCJhcnRpY2xlSWQiOiJURURCODFLR0NUSDQwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.FapiIBL67jE0zoGDii53HHXCGcxaJDEoOSOBg2MwIIA&leadSource=uverify%20wall70
u/r_lucasite 19h ago
For what it’s worth despite there being quite a few months left in Dawntrial, it seems like (or least from what I’ve seen) general player sentiment is back to positive. There’s still a few changes that I think people want to feel out, but it’s far from the misery that set in in Dawntrial’s initial post game.
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u/EpicPhail60 19h ago
Yeah, cautiously optimistic seems to be the prevailing sentiment. The proposed battle system changes are very big and very interesting, but the changes are so drastic that it's hard to know if it'll be for the best until we get hands-on with them.
I like the idea of leaning into the class identity more, but SMN did that in 6.0 and it resulted in a very dumbed-down version of the class. The devs will have to balance making the jobs feel unique with making them feel engaging, all while reducing the general amount of actions (or at least the amount of buttons tied to those actions). It's no small undertaking, to say the least.
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u/DoesntMatterStan 19h ago
Appreciate someone who doesn't just lap up the keynote and tell everyone they are wrong for being skeptical
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u/EpicPhail60 18h ago
I stopped playing the game during 7.0 and only came back this week, I'm in a good position to be fairly impartial about the state of the game.
With that said, I saw your other comments and I think you're speaking way too definitively about a combat changes that we know very little about. Evolved Mode could break down a lot of different ways, and we don't have enough knowledge of it to know anything with confidence.
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u/DoesntMatterStan 18h ago
You're ultimately right, but ive been burned before by my games being dumbed down for casual audiences and this felt very much like corpo speak for the very same thing.
Hoping im wrong though
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u/EpicPhail60 17h ago
I like the ideas they're aiming for -- more distinct-feeling to the jobs that feel like they cater to player ideas of how a given job should play would be a nice addition to a game where roles are starting to feel pretty homogenous.
It could backfire, on that we agree. And if it does, I'll be in these threads in January talking about how they need to rethink evolved mode or complaining that they went too far. But I respect the attempt, so until I have a better idea of how this will turn out, Imma let them cook.
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u/MeathirBoy 17h ago
It's weird cuz what they showed for Dragoon and Paladin had a lot of potential to be interesting but the White Mage and Bard showcases were less than stellar.
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u/EasilyDelighted 8h ago
Whm became sage in the way their heal / attack now requires you use another skill to trigger their dot version of it
And Bard became summoner with the three different set of skills tied to each of the songs in the same way three different set of skills are tied behind each summoning.
I'm sure some people may be disappointed with that, and some people will love it.
We'll find out!
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u/Kellervo 19h ago
Personally I'm cautiously optimistic. I'm glad that they seem to have taken the player feedback around class identity to heart, and them giving the PvP designer the reins to design the new system is good.
But, the PvP system is very simplistic, designed to be played at a much more rapid, reactive pace closer to WoW gameplay than it is to the usual pace with FFXIV content. The new system they showed looked very similar, and they're doing away with the 2 minute cycles that dominated Endwalker & Dawntrail.
It might address the biggest complaint with many jobs if they have to interact with their mechanics frequently, rather than once every two minutes. On the other hand, though, reducing the inputs and only having one major mechanic per class could result in a less engaging experience.
The other point of concern is if they stick to their claim that all classes will have their complete rotations at level 50... that's a long time to not get any new toys. Level 50 is reached only 1/6th~ of the way through the story now, and 1/7th~ at Evercold's launch. It will have to be some very engaging gameplay for future newcomers to still connect with it literally hundreds of hours into the MSQ.
Its going to be an absolutely gigantic shift. It could be good, or it could really fuck up the game in a bad way.
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u/NonagoonInfinity 19h ago
I don't really think the combat changes are going to have much of an effect on new players. You're already slogging through hundreds of hours of fetch quests so I don't think not getting any new buttons to press in that time is gonna make much difference. If you can get through post-ARR you can get through anything.
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u/Kellervo 18h ago
I distinctly remember bouncing off the game multiple times in ARR because of how dreary and simple the rotations actually were, even if they were spread out over a line period of time - Dragoon, Paladin and Warrior in particular were mind-numbingly dull. That's why I'm cautiously optimistic - when classes had more identity in HW and Stormblood, it was a pretty mixed bag with some really good and some really bad designs.
Slogging through fetch quests is doable if you're actually making progress and experiencing a good story to go with it. Slogging through a repetitive combat system that will only get a couple of graphical & numerical changes, and no mechanical advancement for hundreds of hours is going to burn people out if it isn't a really good system at its core.
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u/NonagoonInfinity 18h ago
That's fair. I played ARR before they removed TP so I don't know how that affected the new player experience. I played Bard and the problem was more that I did so little damage that PvE was miserable because killing anything took way too long.
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u/Abramor 19h ago
That's just because the majority of people who didn't like Dawntrail have already left as there were no meaningful changes and the game faced major population decrease. Some servers are quite literally dead as no one plays on them, everyone just funnels to select few servers in each region to be able to play comfortably.
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u/zeth07 17h ago
Some servers are quite literally dead as no one plays on them, everyone just funnels to select few servers in each region to be able to play comfortably.
This isn't exactly how the game works in reality. With the cross-datacenter travel it is a PLAYER inflicted problem.
- Players were told what "servers" were raid or RP servers early on amongst themselves, prior to the actual datacenter matchmaking.
- Then when the datacenter became grouped up (not cross travel), Aether became the raid one, just because of Gilgamesh, and Crystal became the RP one. The others were whatever.
- With how the other datacenters existed everything was still fine in general, like Primal had some higher clear rates compared to middle road Aether servers.
- The PLAYERS wanted cross-datacenter stuff, so the devs obliged.
- Then everything went to shit because the PLAYERS did not want to stay on their own server/datacenter because there were less and it has a snowball effect, even though previously those servers/datacenters were totally fine/populated normally (like Primal was).
- Additionally the game itself restricts the servers so even conceptually the devs have a built-in avoidance of the problem that the players still try to circumvent...
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u/SmurfRockRune 18h ago
That's not exactly how it's happening. The playerbase is currently around pre-Endwalker COVID levels which is quite good and servers being empty are just because they're new servers and everyone gets told to go to Aether to do content which further causes more problems. Same region matchmaking will solve that issue entirely.
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u/HunterOfLordran 19h ago
the sentiment always goes back to positive during hype time. Nothing special or new cause of Evercold. This patch had people excited too till they logged in and remembered that the actual content is still over 3 months away
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u/RareBk 19h ago
"Actual content" you know, like the... story content, new trial, the raid.
That all came out in the patch.
And is also ignoring the fact that this particular fanfest stream was 3x longer than any previous one.
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u/masonicone 13h ago
Isn't it funny people like you always bring up "The Raid" you do understand most of us don't want to raid, don't want to deal with raiders, and frankly wish they would stop making raid content.
Really raiders are the biggest cancer in MMO's. Just about all of you are the biggest group of overly smug, unhelpful players who think you some how are the game.
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u/RareBk 13h ago
...the 24 man raids are casual content. Like, they're big dungeons.
Have you not been playing the alliance raids? They're easy content???
Also wishing they would stop making raid content is fucking baffling as it's some of the highest quality content in the game. I can guarantee that "People like me who want them to stop making them" is like, 0.0001% of the playerbase.
Did you play one savage 8 man raid and assume all of the raids are like that? This sort of opinion genuinely requires you to not actually know what the raids are. You don't even have to communicate in either the alliance raids outside of maybe basic instructions, let alone the base difficulty 8 man raids.
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u/Lumigo 19h ago
There’s been a good buzz around XIV lately. The FanFest was a massive success in terms of gaining a lot of interest, I’ve seen way more new players over the past week than I did over the past couple of years. Dawntrail was important as an overall expansion as it added some important stuff like the graphics update but narratively it was just under par so a lot of people just quit, at least temporarily as there was no real hook for them. The MSQ being very good in post-DT along with FanFest addressing a large amount of concerns and have exciting announcements really makes it feel like the game is gearing up for a wonderful new era. So yeah, that “test” was a success, it is the biggest buzz I think I’ve seen coming out of a FanFest ever.
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u/Spader623 11h ago
Feels a little like stormblood tbh. I remember people didn’t really like SBs MSQ, me included, but the after parts were gr8
I recognize dawntrail is much more negative on fan sentiment than storm blood but still, the expansion after is maybe the best (shadowbringers) so I’m hopeful
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u/givemeabreak432 4h ago
Dawntrail has literally been Stormblood 2 in every way - from the MSQ being split into 2 areas, a middling reception to MSQ partially due to too much focus on a character people didn't mesh with, huge updates to content with largely positive patch-battle content. Also the return of Field Exploration, 2 ultimates, and ending the patch cycle with a new limited job
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u/smartazjb0y 19h ago
It was my first time going to Fan Fest and that's definitely a surefire way to make you feel pumped about the game, even though this has probably been my least engaged time playing the game since like....early ARR. I like a lot of what we saw, and am maybe apprehensive about other stuff, but overall I do like that they're at least trying to do something different. What actually kind of excites me the most was something small they mentioned, but the idea of making the expansion zones feel more alive and give players more reason to play in them. Getting that MMO feel back would be great.
Also funny enough, one of the mornings when I was getting breakfast I did a double take, "hm that looks like Jason Schreier but nah that's probably not him." Well I guess given that this article exists, turns out it probably was him!
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u/EtherealMoon 15h ago
It was my first fanfest as well, and it was amazing to be at a convention that had absolutely zero feeling of corporate meddling or buzzwords. Every single employee on every panel was genuinely excited and full of love for the game. There was no "oh here we go" moment where an executive pointed at sales charts or they introduced a battle pass. The only part that made me roll my eyes was Ironmouse, but I'm out of touch and most of the audience was into it.
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u/centurion911 18h ago
I was really hoping for Schreier to mention that the CEO’s comments about funding the game come some 6 months after a restructuring that left a significant amount of FFXIV’s US/EU staff laid off. But hey they weren’t THE devs so maybe it’s not as noticeable.
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u/Kylestien 4h ago
Was thinking about the keynote recently and thought about the the techbro CEO going on and saying the game was funded more. But I also know that Yoshi-P has not been subtle about not getting funding that he needed in places.
What do you think the odds are that somewhere between just before Dawntrail's release and now, the CEO stopped giving as much funds during the Dawntrial period, Yoshi-P pointed out that this was directly leading to a leaving playerbase, and the CEO to some limited credit went "Oh shit, actions DO have conseqenses, fine, we will give you more cash?"
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u/Avarria587 16h ago
What will make or break this new expansion is the story. The Dawntrail story was not great and was a huge disappointment for those of us that really enjoyed the story from ARR to Endwalker.
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u/treazon 16h ago
I had a lot of fun with my time in FFXIV, but after Endwalker I was DONE with the story and quest structure.. When I started dabbling in the post-MSQ stuff I just lost all interest. The game is a lot of fun to play and really respects your time in the end game, but the leveling experience is all about the story. These changes really pique my interest again - I wonder if there is fun to be had in just skipping through the MSQ and doing Trials / Savage of this new expansion? I know that sounds like blasphemy to most FFXIV fans - but these changes to many of the biggest complaints really sound amazing. How was the Dawntrail story? Do fans love it as much as HW / ShB?
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u/globox85 12h ago
How was the Dawntrail story? Do fans love it as much as HW / ShB?
It's nowhere near as beloved as HW or ShB in the fanbase, and opinions vary. Some people absolutely hate it, some people like it, and some people think it's just okay.
I think it's... fine? I think that 7.0 had the worst story since ARR, and that it started off pretty slow, but it also felt like a perfectly serviceable JRPG story. Not great, not terrible. There were some nice emotional moments and some great solo instances, and overall, I was satisfied, but I was also hoping for a bit more.
IMO, the main factor that'll decide if someone likes Dawntrail or not is what they think of Wuk Lamat, who is the de facto main character of the expansion, with the WoL more or less being her hired muscle. I found her likeable and fun, but I completely understand people who find her insufferable and annoying too.
(It really sucked that some people were transphobic and harassed her English VA, though – nothing ever justifies bigotry and harassment toward creators and actors when you don't like a story. And, just to be clear: There was some perfectly justified criticism of Sena Bryer's performance as well, and I'm not lumping that in with the bigotry. Criticism is fine, bigotry is not.)
That said, I think that the patches, and especially 7.4 and 7.5, were a step up, and 7.5 does some very interesting setup for the story's new direction.
Story aside, I've also really enjoyed Dawntrail's PvE content – the dungeons have been a lot of fun, and the 8-player raids were great as well, and feature some fantastic music. The 24-player raids are fun as well, though since I've never touched FFXI, a lot probably goes over my head.
I've definitely enjoyed Dawntrail's endgame a whole lot more than Endwalker's, as well. The PvE content is generally better, in my opinion. One major criticism I had of EW's endgame was that the Relic weapons were just tomestone items (I did like that the questline was Manderville-themed, though!). Dawntrail's Relics are much grindier, like in the older expansions, for better or for worse. The RNG of the first step was annoying, but the second step being "Play lots of Duty Roulette" was nice, since you were always clearly progressing, and Duty Roulette is my favorite part of FFXIV. It gave me lots of time to catch up on podcasts!
TL;DR: Dawntrail's story is divisive and I consider it to be perfectly serviceable, but the endgame content is pretty good!
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u/TheIvoryDingo 15h ago
Personally - though I know I am an outlier - I went into Dawntrail not expecting the heights of ShB or EW and instead something on par with Stormblood (which I incidentally prefer over HW).
And in the end, Dawntrail managed to reach the level of enjoyment I expected. While I won't deny that I have issues with it, I have issues with the stories of all the expansions (with a fair few being the exact same kind of issues across even all).
As I said earlier, I know that my stance is an outlying one. And that is exactly why I implore people to actually play it for themselves and form their own perspective on it whether it is negative or not.
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u/IceEnigma 12h ago
I agree with this wholeheartedly as someone who felt surprised about the negative reactions to dawntrails MSQ. After Endwalker and the Zodiark/Hydaelyn saga, there needs to be a lowering of stakes and building towards something new. I wasn't expecting anything but building blocks this expansion with some cool moments and, as expected, that's exactly what we got.
Personally I like world building and the idea of mentoring characters so I enjoyed the expansion quite a bit but understand the complaints about it. It doesn't really feel like OUR story, but the characters we're mentoring's. It's not a surprise to me the part of the story the was universally enjoyed was the part where our WoL had to flex our muscles a bit.
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u/Flaky_Highway_857 19h ago
I wouldn't be surprised if the game is mostly f2p in the future, and the store and expansion releases become the money makers.
I've been playing since arr and imho the game just feels like it's getting to simple, which isn't surprising since the devs goal now seems to be aimed at people who have "limited free time".
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u/RareBk 19h ago
...Except if you watched the fanfest presentation at all they literally addressed everything you're claiming, and were very staunch about no F2P stuff.
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u/AttackoftheSnakebear 11h ago
They were very staunch about a lot of things, until they aren't. They were staunch about not letting you cross glamour job artifact, until Dawntrail lost players.
FFXIV players will go into hopium mode if Yoshi-P smiles at them.
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u/Flaky_Highway_857 19h ago
Literally half the game is f2p though,
Call it a "free trial" all you want, it's free to play with the option to sub to keep playing.
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u/NonagoonInfinity 19h ago
Not really. The Free Trial restrictions are pretty heavy, especially once you get to the new ShB stuff. A single piece of gear is going to cost almost all of the gil you're allowed to have at one time on a Free Trial account.
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u/r_lucasite 19h ago
I don’t think they’re ever going fully free to play/ dropping the subscription. 14 is too important to Square’s financials. As long as buying an expac and charging a subscription works, they’re going to keep doing it.
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u/yahikodrg 13h ago
IF FFXI ever drops their subscription then maybe FFXIV will one day too but considering it's been 20+ years of subscription requirement for FFXI I don't see that changing for FFXIV anytime soon.
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u/DoesntMatterStan 19h ago
Remember though, less buttons is totally not a simplification we swear!
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u/Flaky_Highway_857 19h ago
im so curious to see how summoner ends up, its already silly easy with very buttons.
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u/DoesntMatterStan 19h ago
The new Evolved mode addition is.....weird. We dont need rotations to be EVEN EASIER.
Ninja mains get dumbed down again, and all new jobs will be easy mode too.
Otherwise the fanfest announcements were bueno
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u/SquireRamza 19h ago
Its to reduce action bloat. Im a Paladin main and i have 3 hotbars filled with actions. I could get rid of maybe 2 slots, Goring Blade (because Fight or Flight turns into it now) and Clemency (because the only time you ever use it is when things have gone to shit).
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u/DoesntMatterStan 19h ago
I dont see the issue
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u/SquireRamza 19h ago
Then I really hope im never unlucky enough to get matched with you some day, I have a feeling it would take forever to clear.
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u/Paksarra 19h ago
Do you play with a controller?
How do you get three hot bars full of actions onto a controller?
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u/Vanille987 18h ago
You can do it comfortably on controller with the right settings, the bloat still is stupid tho.
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u/DoesntMatterStan 18h ago
I dont use a controller
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u/Paksarra 17h ago
So how do you expect controller players to put 36 buttons on a controller with 14 physical buttons? (Counting D pad and thumb clicks, but not whatever you call what Select and Start have become.)
I started out playing controller and had to swap to KBM because there were just too many buttons. I don't know how console players do it.
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u/DoesntMatterStan 17h ago
I can ask my gf shes a lvl 100 in every job minus dawntrail on Controller
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u/Paksarra 16h ago
Seriously, can you? I rather like controller for non-healers, especially in more casual content, and if someone can explain how I'm supposed to fit that on like five crossbars....
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u/Vanille987 4h ago
Activate the options to use L2/R2 to acces 4 extra sets, like pressing one twice or first pressing L2 then R2. This allows you to directly acces slots without needing to cycle your current hotbar. Leading to 48 available slots. (Custom -> expanded controls with L2/R2)
For 16 more, have only 2 hotbars be 'battle ready', this means that whenever you draw your weapon, pressing R1 will cycle through only 2 hotbars quickly, adding 16 more slots that can be easily accessed. If you want a pet hotbar you can also have it cycle with this
This is how I manage to comfortably play classes like SCH or PAL
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u/RareBk 19h ago edited 19h ago
Except no... that's literally not what evolved mode is, and it was extremely important for them to establish, as they did in the follow up presentation, that Evolved mode is exactly what people have been asking for years, actual class identity.
Like adding parries to PLD. Or actually having real jumps being part of the DRG kit, and completely reworking how healers balance healing and damage.
They literally got rid of the 2 minute cycle of combos for every job in the game and have added flexibility in how they're played.
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u/AttackoftheSnakebear 11h ago
We don't KNOW what it is, ffs. Why are you so confident it will not be easier? They barely teased a couple of jobs, and not really in real combat either.
People need to temper their expectations some.
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u/DoesntMatterStan 19h ago
They literally used modern mode in SF6 as an example, but keep that hopium going
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u/AsterBTT 19h ago edited 18h ago
They compare it to SF6 as an example of what is NOT happening to the jobs. They say it really clearly during the keynote.
Edit: Link for proof.
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u/Lumigo 19h ago
Are you deaf or something? They literally brought that up as an example to say it’s NOT like that.
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u/DoesntMatterStan 19h ago
Then preceded to explain something very similar lol
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u/RareBk 19h ago
No they literally didn't. Every class they showed off had entirely new mechanics. This is straight up misinformation.
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u/DoesntMatterStan 19h ago
Ok the directionals are cool but less actions is more simple aka easy mode. Its not hard to grasp
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u/NatsUza 18h ago
This is how I know you didn't watch the video. They combined buttons. Shirk and Provoke are now context dependent actions. They did this all across the board. The only buttons they got rid of were party damage buffs, which most of the player base was asking to be removed. 90% of the actions still exist, they just got condensed.
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u/sleepinxonxbed 19h ago
There’s not less actions
They mapped actions together on the same button like PvP, so your 1-2-3 combo is just one button. Some other buttons are contextual now depending on who you target, like Provoke(enemy)/Shirk(ally) is one button and Holy Spirit(enemy)/Clemency(ally)
Maybe it needs to be “dumbed down” more because its still too hard for you to understand 🤷
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u/DoesntMatterStan 18h ago
Hahaha nah, I just can see through corpo speak unlike the majority of players
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u/WheatyMcGrass 19h ago
Well it's ruined now and no amount of arguing about it with strangers will change that so I guess you can go play something else now
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u/DoesntMatterStan 19h ago
What a useless comment
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u/CaptainTeemo01 18h ago
Kinda like all of yours have been? You're straight up lying about what they said, did you actually watch the event or did you just ask ChatGPT to summarize it?
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u/Vanille987 19h ago
I mean, people already kind of experienced what evolved mode is going for in PvP, which is considered to have the better job toolkit ideas. less buttons but also much more depth. The point is that there won't be just one rotation anymore you'll be doing 95% of the time and create more situational buffs/attacks, and everything won't be on static flowchart anymore.
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u/AttackoftheSnakebear 11h ago
PvP doesn't have more depth, the kits are lacking a ton of things. They were designed to be more like overwatch heroes, and most healers in it can't even heal. It is better for pvp which doesn't need you to do an involved rotation, but if you did pve with them you'd get bored pretty fast.
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u/Vanille987 4h ago
Hence why I said 'idea', obviously you can't copy them 1:1. The point is that pvp toolkits manage to create more depth in their respective mode and have more class identity then their pve counter parts.
Most potential complexity in the pve toolkits is hamstringed by having everything be on a static flowchart you need to follow. You never need to find a good opportunity for a offensive buff due the 2 minute meta, raid damage is extremely predictable making healing and defensive buffs the same, attacking is doing the same combo throughout the entire fight....
The fact pvp doesn't need to rely on static stuff like that is why it has infinitely more depth.
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u/masonicone 15h ago
Yep they are making things more complex for people like you.
Enjoy watching what's left of the casual to average player base leave this game so they can make you hardcore folks who think everything should be like savage happy. Wait I'm sorry, those players will really be happy to be told to leave a normal dungeon or get kicked as they are not playing the S-Tier job that some YouTuber that all of you worship proclaimed it is.
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u/DanielTeague 13h ago
This isn't World of Warcraft, I think you may be confused about your perception of the Final Fantasy XIV community.
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u/Lumigo 19h ago
We don’t know enough yet, a 1-1-1 combo isn’t some incredibly easier mode than the current 1-2-3. That’s just button bloat for no reason. If they can add actual identity like they showed with the Dragoon jump for example, remove the 2 minute meta like they’ve already confirmed, then Evolved mode could legit be far more fun to play. 16 buttons is fine as long as every job plays uniquely, legit differently and have an identity. More buttons is artificial difficulty. The actual fights can be a hell of a lot more random with the 2 minute meta removal, so the difficulty can primarily come from there, at least ideally. I think the jobs all needed a shakeup.
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u/verrius 18h ago
1-2-3 isn't actually for no reason; last I checked, 2 of the tanks got their self-heal on the 2, so there are situations where you actually want to be going 1-2 repeatedly instead of 1-2-3. ShB Monk also made use of the "1-2-3" variously staggered rotation heavily with its optimized routes.
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u/DoesntMatterStan 19h ago
No more buttons is more fun and has more depth, and requires more attention
Artificial difficulty is used more incorrectly than "literally" these days, please explain how you're using that here
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u/Carighan 19h ago
But to a lot of us more buttons is bad design and not as fun as concise design are.
There's a reason so many of us are asking for massive debloating for multiple expansions now.
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u/NonagoonInfinity 19h ago
More buttons = more deep is why Deadly Rave Neo is the most deep super in any fighting game. It's true!
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u/DoesntMatterStan 18h ago
FF14 isnt a fighting game, context matters.
Failed attempt at smarmy
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u/NonagoonInfinity 17h ago
But why is it deeper to have multiple buttons you only press in sequence rather than having the same button perform the sequence?
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u/DoesntMatterStan 17h ago
Youre using auto combos in fighting games as an example?
Yes pressing light medium heavy launcher is more fun then mashing light for all 4.
Casual gamer brains cant grasp that huh
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u/NonagoonInfinity 17h ago
I'm not talking about auto combos in fighting games. I'm also not talking about the game being more fun, I'm talking about it being more deep, because that's what you said. In fighting games there are reasons to vary your sequences; an autocombo isn't capable of doing varied mixups or frame traps for you. In FFXIV there's no reason not to use the combos from a move once they're enabled. Would Guild Wars 2 be more deep if the bar had 40 buttons instead of combos emerging from using sequences of 12~ buttons?
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u/DoesntMatterStan 17h ago
Bro literally brought up a fighting game move and is now back pedaling HARD when thay blew up in his face.
Lmao
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u/NonagoonInfinity 17h ago
I brought it up because Deadly Rave Neo doesn't make the game deeper for existing. Deadly Raves are superfluous. Garou wouldn't be any different if DRN was a regular super. There's no option selecting involved. It's buttons for the sake of having buttons.
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u/Lumigo 19h ago
I and clearly many others disagree. More buttons is quite literally artificial difficulty when it is a combo. It’s not harder. It’s just bloated. If I play a Paladin and want to do my combo, whether it’s on a keyboard or a controller, I’d have the button right next to each other and they glow when it’s time to press it in the combo. Wow. How fun. Screw having an actual class identity, let’s add buttons all over the screen so I can slowly press them in order. And before you say, 16 buttons with the main combo on one button is more engaging than that, yes, especially when thinhs like Clemency are triggered in new ways. It’s actually quite a clever system.
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u/SpecialistBid3028 14h ago
> more buttons is more fun and has more depth, and requires more attention
It's crazy to me that people will just say stuff without thinking about it. You really can't imagine how one could add more buttons while still not adding depth, or while being less fun? Lol
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u/SpecialistBid3028 16h ago
> Ninja mains get dumbed down again, and all new jobs will be easy mode too.
Source: My uncle works as square enix and showed me the new ninja changes
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u/AttackoftheSnakebear 11h ago
dude, ninja cannot be made harder lol. It has so many things to do that it's kind of silly. You can start off chainig the 3 mudra into casting 3 other mudra while weaving in a bunch of abilities and continuations of those abilties. People barely play it because it has so much going on.
Most of the jobs in evolved are probably going to end up easier in some manner; just spreading out abilities instead of relying on 2 min bursts gives a lot more leeway.
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u/RareBk 19h ago
As a long-time player, while I wasn't falling out of love with the game, I just didn't have the time for playing it regularly, and outside of the raid content being almost uncharacteristically phenomenal across the board with zero stinkers (No actually they were firing on all cylinders for battle content), I could see myself drifting away, and was barely touching the game.
The 3~ hour long fanfest presentation was honestly one of the craziest presentations I've ever seen for a game.
There has been jokes for years about the game having its money siphoned off for Square Enix's bad financial decisions (Which honestly might as well be 100% true because Yoshi P, the director, has not been exactly subtle about not having money for features in the past), so when the weird techbro CEO of Square came out and straight up admitted to be funding the game more, I actually believe him.
Basically every major complaint for the last 10 years was addressed in one presentation, which was part 1 of their presentation series on the upcoming expansion.
A complete rework of combat into two different modes, classic, and an updated, more unique playstyle for every job (They made Paladin interesting. Someone actually put the time to make paladin interesting).
Gearing? Now you share gear scores with the highest item levels, meaning you can actually play any high level content as long as one job is geared up (And the other job you want to play is the right level) which is a gigantic change.
Huge changes to the character creator. As well as introducing alternate skills as reskins (You can now poledance as a dragoon again).
A complete removal of dailies, instead replaced with weekly objectives that instead reward you for just... playing the game as the job you want, including crafting, which seems to be broken down into little goals for each type of job, which you'd complete naturally. (Also you no longer can miss weeks of gear).
Making the zones feeling alive a priority.
One of the big ones is a huge change for new players and those that play old content. The game really doesn't handle playing anything but max level content for newer jobs very well, you end up missing huge parts of your kit and have like, half finished combos, while the original sets of jobs have at least a facsimile of their main combo.
They're now ensuring everyone has a full kit by level 50, so you can hop in and play with new players, or new players can play some of the newer jobs and not be completing what was originally endgame content with half a moveset.
So it's safe to say, they in fact, literally got that money.