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The FFXIV Difficulty Problem

UltimatBlitz: Full kit in low level dungeons, even if the output was scaled way down, would feel so much better and let people actually learn how to use their end game kit while doing, you know, the rest of the game.

ArborealLancearm: My biggest issue is that, as an Late-EW-Joiner, I keep hearing about how jobs USED to be and honestly find all the old job designs super interesting and involved. The fact that Scholar used both of their fairies at one point sounds insanely interesting and the fact it got cut down to just one feels like they cut away something SUPER interesting and unique. I still think Scholar (my main) is interesting to play, but I can't help but feel I would have fallen even deeper in love with the job if it had a steeper learning curve. Because in that case, I would feel way better about doing my job well, because the effort to get there was greater.

mindisfrozen: Majority of difficulty I noticed in game, is dealing with those who used a story/job jump potion. Because I love seeing a lvl 90 tank still using provoke as if it's part of their rotation instead of an "oh shit" button. Let alone popping multi mitigations at once, and before they actually pull.

robertomacetti7069: honestly tho, grasping the lingo has been way harder than grasping actual mechanics for me

who the fuck thought calling honeybee strategies "mario kart" and "kissing the homies" was self explanatory?

Talran: So if you actually played from ARR on you'd see a spike at HW, but otherwise mechanics just slowly build over the expansions. If you're comparing lv15 vs lv100 you're missing like 4 other breakpoints there were you learn all the moves from the raids on those levels.

nighttimestalker: Seeing the difficulty actually go up a bit in DT made me happy.

I still laugh at the people complaining over it. I hope they continue this tbh.

frogfood1675: ''i tried savage and expected it to be easy somehow''

SigmaTheWhiteFlame: Your fault for not doing your 50s/60s/70s/80s/90s raids.

I’m being serious

Axiarus: This is what happens when your games mechanics are "move here, wait for mechanic to resolve" Thats it. That is all that FF boss fights are.

EdgeGilid: im not sure if this is satire or an actual critique, but as someone who played this game completely blind, without any guides, without any discord groups to join in during my sprout days. i honestly think the difficulty curve is not that steep. mind you i played in a japanese server where all people i meet speak zero english, so i dont have anyone to ask for tips and tricks about the game. yet i still managed to squeeze my way into savage content without much difficulty. granted it took me a while to clear one tier due to language barrier but still, i think people are just over reacting for the most part about this game

volrag9785: This is my biggest problem with FFXIV. I want a more linear progression to the endgame. It's very frustrating to find the dungeons boring and Extreme too difficult.

SeraphinSatan: At the very least they need to actually have audio for all of the dialog.

SheonEver: FFXIV difficulty: read guide or die to learn mechanics you could never predict from the visuals, then execute them while pressing your buttons in sequence.

HerzogZosa: ok, question: you tell us "ff14 is a pretty casualy game" on the one hand. but how, on the other hand, can it be "a move in the right direction" if se suddenly starts to change that? if 90% of your game is easy, how can it be a good idear to change from one moment to the other for the last 10?

i mean... i get what you're trying to say here...i guess; you like a higher difictulty and apreciate the change, with the only downside that it took to long to get there ingame. but... dont you overlook here something? like... the fact that ppl came here, not for yawntrail, but for every addon basegame before? they came and they stayed. for years. even if the game was casualy. maybe, even just because

Max44321: 14 difficulty is just a memory game where if even one person fails it's restart time. Nothing to challenge your thinking in the moment, a buncha bots could and probably do reliably complete any endgame content cause it's all on-rails every single time with no regard for player tactics. You play those DDR fights in the one and only way the devs want it, this game has no room for any player expression and what there is gets patched away, like with monk's freeform rotation.

DeCendres: To be fair, I still sometimes stumble upon mentor tanks who die in Qarn (Normal) on the first boss' doom and to random final sting, and then blame the healer... The ARR difficulty might be just fine for them if you ask me.

akridx5712: Truly Goated vid! While doing Mentor Roulette, I love getting something harder like Extremes or endgame dungeons. Only for the complete utter whiplash of then getting something like Sastasha or The Thousand Maws of Toto-Ass! I always fight the urge to just leave, but I really want that Astrope mount. ( Me and the party.

raevenent751: I'm glad that normal stuff is actually getting a little bit challenging. I remember M7 from the day the cruiserweight tier released for a whole week, clapped peoples cheeks. Brute Abominator is pretty easy because the tier has been out for some time, but day 1? That was probably the most fun I've had in 8 man content. Yeah, wipes happened, as they should

RyuNoZero: I blame the Pre-Shadowbringers Trust Dungeon Redesigns, which made a majority of dungeons piss easy so lazy or unskilled trust programmers had an easier time implementing trusts

meteorwalkergg: there *might*

C.Cer.: XIV would improve with increased Job difficulty that is there? as " Optionality " to perform. Doesn't need to be PhD Neutron Physics levels of difficulty either, just something - anything that we can express through all lvl's - all difficulties - all Content. Cause most of FFXIV Content is boring. 90% indeed is braindead... and making the mechanical difficulty harder here i.e anything before Extreme? Would negatively impact players who don't care to learn Job skills even more and/or not stand in the bad be punished further. R.I.P. my Hissatsu: Kaiten

--- TLDR !! ---

- Make Jobs addictively satisfyingly fun? and it amplifies all Content

- Make Jobs bland/boring? and the Content has to carry the engagement

Sadly most of the Content that Square expects us to do on repeat through roulette? is Boring

For Example, picture doing any Content below Lv90 to Lv50 all the way to Satasha that you can que up for through Duty Finder... First off, boring for most? but imagine you have

- AoE skills

- Dash/Mobility skills

- Resource Bar

All available earlier? This would make doing that content ever so slightly less boring and more engaging without New Players even needing to master said Job utilities since the difficulty of the mechanics are not suggested here to be made more difficult. Hell doing this? would require to tweak only 21 Combat Jobs excl. the 2 limited Jobs. This is a lot more realistic to achieve, but?

otakamerd: Level 50 kit really just acting as a free sleeping aid with my MMO

Nimoot: Are you seriously .... judging an Ultimate Raid to level 1 content? That's not a difficulty problem, that's a skill issue and game experience has yet to be done issue...

Cheateaux: Scholar is so fun

nemichu: yippee new zinguh upload

Nov 26 2025

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