rather just have more general inventory slots because a bait bag would be adding general inventory (like chocobo saddlebag) (digital data storage wise) that you couldnt use as general inventory
@@RuneKatashima that's actually a good idea, yeah, only crafters / gatherers and pld use off hand slot, 12 slots out of 35 if you need one of each, maybe even some extra pld weps, you could still have 20 slots for bait.
My only concern is the use of multiple of one piece in a dresser. I do this sometimes to have specific items have expensive dyes so I don't have to buy them repeatedly for them, and I would be worried this would remove that option.
DRK too. The "I just want a greatsword but I don't want to tank" checklist of HW DRKs, A: no darkside because they did none of their quests and B: no provoke. And back when Midas and Gordias were current patches tank swaps were still required in normal modes...
Provoke was cross class AND you could put it on some non-tanks. And there would always be "that guy" in roulettes who would have it just to mess up your day...
That was a throwback to FFXI... only WAR got Provoke, so any tank had to subclass WAR, because that was a huge part of your threat generation -- you basically had to spam it on CD. And if you think that's bad, only BLM or sub BLM got the Warp spell, which was the equivalent of Return..!
Double rings. Makes small difference, but I'm sure a few people will agree. Because some rings be like "You can only have one of those in your inventory." And JUST for rings.
Tomestone rings lose their unique designation upon being relegated to poetics. Probably solely because people aren't going to (be able to) prog the third savage tier just for a ring that will be rendered obsolete by (expansion) level 5. I don't know when this happened, because I quit in late Stormblood and took the entirety of Shadowbringers as hiatus, but coming back in Endwalker was nice to see that non-augmented tome gear was gone and the rings weren't unique anymore.
It urks me to no end going to a tomestone merchant, going to buy an augmented ring and then they go "You can only have one." .....BUT I GOT TWO SLOTS. WHY YOU LIKE DIS??
This issue was precisely why being able to initiate raids like Eden or Pandaemonium was so difficult initially. Because if the drop rates of items from dungeon chests couldn’t help you, you had to either make armour or accessories, or buy them from the market board, or failing that, farm the Extreme fight that dropped accessories at the time, because the game is just like “bad luck? Screw you.”
It must've been some pretty heavy PTSD to have completely blacked out the fact that Protect was originally physical damage only, and you needed to also cast Shell for magic damage reduction.
I am shocked that old piety, old sprint and tp weren't mentioned. Old Piety gave you an increase in max mp and was for everyone. Issue is that do to how small our stat totals where back then 1 or 2 piety was a huge deal. So for BLM specifically if you weren't a lalafell you had to run an extra piety materia in order to do the rotation. Old sprint and TP are interlinked. Sprint used to be up to 20 seconds in combat, however it's duration was based on how much TP it consumed and it consumed ALL OF IT. so with TP on it's own being the MP for Melees if they ever hit sprint it better be so they don't implode, or they just suffer for it.
as a SCH main I was waiting for the mention of Accuracy the whole time. Having to pentameld accuracy on all my shit just to hit anything not even for savage content just regular content was so annoying.
@@RinBananaI'd love a follow-up to this! As someone who joined during Shadowbringers I keep hearing horror stories about all this old content, so I'd love to hear from someone who was there at the time
I'd hope for the current portait system to be reworked in a way where it isn't annoying and linked to current gear, or at least be in a way to where it just auto updated, even extracting materia from your gear can cause a portrait break
and then you forget to update but get reminded in the next duty just to afterwards forget again. but i'll add on to this that it would be cool if we could get more customisation for portraits...like particle effects and such, so we don't have to use certain weapons for that (also i want my minion to show up there).
controversial pick possibly, but Remove the job limitation from glamouring. certain jobs can maybe keep their exclusive gear if it's say an artifact set, but when glamouring we should be able to visually use any job's gear on any others. There's been so many times I've wanted to wear something for a Black Mage on a Healer, but can't. and it makes no sense. For the record this only applies to clothing and accessories, Not weapons. Weapons makes absolute sense that they cannot be unlocked.
usually you have to find that same thing but of the other role. True griffin hat of healing, and then... i ofrget its name but one of casting. later the forgiven hat of healing varient was black by default.
@@elgatochurroSadly that isn't always an option. Case in point, the Moonward Veil of Striking/Scouting, which would be an absolutely PERFECT dancer head glam, but has no aiming or unrestricted variant.
I don't think that's controversial at all. at one point it made sense to say "A white mage in heavy armor doesn't make sense" but considering we have tanks in bikinies I don't think that's an issue. ALSO ALSO ALSO IN LORE THE WAY GLAMOUR WORKS IS THAT IT"S JUST AN ILLUSION OVER YOUR CLOTHES SO YOURE ACCTUALLY WEARING YOUR NORMAL GEAR IT JUST LOOKS LIKE THE GLAMOUR. Not yelling at you, just passionate lol
@@elgatochurro like besides the literal job specific artifact armours i dont see any reason we couldnt we have a lot of all job glams now (like the pvp armours) so visual role identidy is kinda out the window anyway
SO much this. Artifact gear can stay locked, sure, but everything else should have the whole " Disciple of Magic" or "Disciple of War" tag on so that any job can use whatever glam.
9:52 Hey, that's my lightning materia there! I pretty much listed it at that price in the off chance that someone out there has more money than sense. As for things I'm glad they got rid of, one of my favourites is having to overmeld materia one by one. It used to take so long to meld a full set, especially if you were lucky. I still have an almost full stack of realm reborn red just for faster melding
One annoying thing people seem to have forgotten even existed - damage type debuffs. It lead to a situation where BRD and MCH required DRG in a content for piercing debuff, NINs preffered having a WAR tank so they don't have to lose dmg on applying the debuff themselves and MNK was in an awkward spot where it was the only job with blunt dmg and blunt debuff, so it kinda didn't synergize with everyone else, so they were much less desirable.
I forget which dungeon that has a stupidly long corridor even when you took the "shortcut". Literally my first response to the group at the time was like "Wtf kind of shortcut was that?"
Don't know if this counts as addition or removal, but I'd love all that bait I carry around in my saddlebag to be removed and placed in an actual tackle box, instead of just the bait selection it currently is. I'd also like it they'd remove the requirement to unsummon your chocobo if you want to stable them. Obviously you want them unsummoned if you want to stable them.
As a MNK during Heavensward, I'm so glad they removed TP. Every AST was more of an enemy than the actual enemy. You had a good solid minute of attacks then you get to sit in the kiddy corner taking a breather because now your in-game stamina was the same as your real life stamina.
Oh yea, AST would purposely grief MNKs with Arrow card that use to give haste back then. good bye TP., just praying to a NIN to use Goad on you or BRD song Army's Paeon TP regen.
Oh very much so. I never got into high end, but I have vivid memories of a particular enemy that sucked TP. As a WAR it was awful. One minute I'm ready to go the next I'm dead in the water. To make it worse most DPS didn't actually recognise the enemies that did it so I had to slow right down and mark them, then pray they killed them quickly
I played during 1.0 so this is hilarious to me. I remember people getting upset over the removal of customizable stats, protect, etc. The freedom of it all was a really cool and interesting idea but it just didn't work in practice.
@@zirilan3398 You're right. It was 100% just an illusion of choice. There was never any actual buildcraft in the game. I am a big fan of games that allow real buildcraft but this just wasn't one.
@@mattg6106 We won't have actual choice until crit stops beein the dominant substat and that won't happen since it worked so far and this way they don't have to provide the ingame gear to actual make a difference which I am OK with
It's hilarious how even now there are people who are like "the game was way better in Heavensward, Yoshi-P needs to be fired" like their rose tinted glasses must be blinding them to all the unquality of life features HW had, lol! 🤣
Accuracy is also a big one, ESPECIALLY for Black Mages. That Aero III miss was just a minor DPS loss, but missing a BlizzardIV completely fucked up the rotation, and if that was in the very first loop, 30 seconds of Fire1 flinging. And of course, the "glory" days of bards with Cast bars. So "amazing" it only lasted one single expansion.
The "best" thing about bowmage was how repelling shot would interrupt your next skill because they didn't account for how the forced movement would interact with a cast bar.
@@solario8628 Terrible thing is MCH felt alright enough with Gauss Barrel at the time because, as a job, it was designed from the ground up with cast timers on select skills in mind. I never felt like I was fighting my own kit on HW's version of MCH. But you're 100% correct about BRD. Forcing the bowmage playstyle as soon as you unlocked Minuet was at odds with everything still on your hotbar from 1-50, and the fact people were doing some awful combination of temporarily exiting WM and/or combining it with Feint usage (which, as a cross-class skill from LNC/DRG, didn't trigger the cast timer) demonstrates what a poorly-implemented idea it was.
As someone who's only ever seen a bard with a cast bar in PvP, it's cute there, but I can see why there'd be issues, esp. with how Bard may as well be a combat version of Weaver.
Accuracy I feel is something that should NOT be applied in ANY MMO unless you're intentionally trying to pick fights with higher level opponents. The system it's at right now is alright. It's intentionally frustrating to whiff an important part of your rotation, and having it apply when you're a level 80 fighting a level 89 opponent is a great way to tell people "Hey maybe you should level in an area where it makes sense for you". I'm lookin' at YOU, WoW, what with your "Blood boil can miss a target, and if an attack misses, it misses EVERY target it could hit" bullshit
Unfortunate that customization just doesn't seem to mesh with MMOs The more customization matters, the more you're pushed to make the objectively superior choices, even in casual content. The less customization matters the more it just feels like busywork that might as well not be there.
Yeah, in most cases, the goal of MMO raiding is very simple (do as much dps as possible while not dying (with the addition of doing enough healing to keep the others alive for healers)) and the customisation is also very simplistic. This quickly leads to it becoming a solved problem. Solved problems are busywork at best and gatekeepers at worst.
This is true for most, but Wynncraft has the most well-designed customization I've ever seen in an MMO. Outside of skill points and armor with specific traits for buildcrafting, the game has a cross-class style ability point system that is actually well designed. It's hard to explain, but there are 3 subclasses for each class, and an upgrade "path" for each one that connects to the others, and you can either go the entire full path on a single subclass, or sacrifice some of your main subclass' upgrades to mix and match with other subclasses that have good synergy. The best part of it is that cross-path upgrades are not additions, they're trades. To explain, there's a limited amount of ability points you can get in the game, and this means that you'll never get flamed for not having a certain cross-class upgrade (like FFXIV Swiftcast) because they're not upgrades you can get *in addition* to all your main upgrades, but rather upgrades that have to *trade* some of your main upgrades to get. No matter what upgrades you get though, you're not in any way losing out on anything because you're simply trading one utility for another to fit your playstyle. As an example, 2 of the Warrior's archetypes are the Paladin and Fallen. Fallen enters a corrupted state where it can't heal but deals more damage the more damage it takes, which synergizes really well with some defensive Paladin upgrades that lower the risk from being constantly at low health, but getting too many Paladin upgrades means that you're not maxing out Fallen, which in turn means you're trading some of your burst damage for longer sustained damage and tankiness to fit the playstyle you want.
I still think that Blue Mage and the like are cool however. Maybe we could see more customization through the form of more Limited Classes or even a type of endless dungeon where instead of leveling up normally, you build your character through a ran assortment of skills like most rougelikes.
I think it matters for what the content of that MMO is as far as what's considered end game and what the actual player experience is. Ragnarok Online no one cared about builds because end game was a mob of people ganging up on one boss so no one cares what your build is as long as you're contributing. PSO also no one cared. You could take whatever loadout you wanted though some key things were always good to keep in your kit. Dungeon Fighter Online you can look at the top ranking players and see a lot of variations on skill and builds. But the difference is flexibility of content. Those games don't have a single choke point to funnel everyone through for end game which is what causes a hard meta.
It's why I get confused about how WoW players constantly cry about talent trees. 99% of players will be using the exact same talent build they got from Icy Veins. What is the point of customisation if everyone is just doing the same thing.
Blue Aetheric Mimic ... don't remove it, but let us get it from NPCs and then put 3 NPCs near the Masked Carnivale for each role. Running around hunting down your needed job in Ul'Dah is just unnecessary. (I still have my Keeper's Hymns for nostalgia purposes)
honestly i would love to see certain role specific glams be unlocked so i could walk around as an armored caster without having to grind bozja for the law's order gear
Honestly same, I need to be able to run around as a black mage in full heavy plate gear, so that I can not move in style and have it make logistical sense.
The mandatory 10 minutes wait before entering Delubrum Reginae. I love that raid but you spend almost as much time waiting for it as doing it with a good 5-8 person party. I'm already mostly done with Bozja, as are most people, and if anything that makes it more important because new players today are literally never going to run into other parties queueing at the same time. Literally just add a checkbox or something for "waive member search" or "enter as preset" or something
Someone else mentioned wanting the glamour dresser limit removed, which i agree with i definitely would rather it work like transmogs in WoW where you can just unlock appearances in a catalogue, but instead ill bring up a related thing i want gone in the locking of applying glam dresser glams to beijg in an inn room. I don't want to go to an inn room just to fix my glam when i get new gear. It's annoying as hell
You can glam in any sanctuary, not just the inn room. The only thing locked to inn room (and choice other locations) is changing the glam plates themselves.
That will never be gone sadly. They have addressed this issue multiple times and have said its basically impossible due to 1.0s spaghetti code. It's why we still do not have glam dressers in housing after 8 years.
@@JathraDH it being 1.0 spaghetti code is a misnomer. They celebrated that every bit of 1.0 coding is now gone. IT'S NOW THE FAULT OF 2.0 CODING HAHAHAHAHAHHAHAHAHAHAHAH
Specifically, the issue is that Glam dressers have 100s of things to track and so just moving it even a bit can cause a crash. And I *think* they meant server crash, not a client crash. @@InFluxCapacitor
In my experience it never added actual difficulty during actual content, just meant that melee had to stop AOEing during big pulls for a while and just single target.
As a BLM main, I am happy they changed Enochian to a trait instead of an instant with a cooldown. Sure, you can still lose Enochian, but you can get it back immediately with your next cast instead of waiting for it to be off cooldown and pressing an extra button. Also, Blizzard II being useful again. Used to be BLM’s answer to Holy, but by the time ShB dropped, Square removed the stun effect from it, making it all but useless (yes, even more useless than Scathe). Changing it to be the Ice phase version of Fire II (distance AoE - and pretty much the old Freeze spell) and modifying Freeze to be the equivalent of the Ice phase version of Flare makes a lot more sense. Also, another nice change (from 5.1, I believe) was the changing of the DoL skill of Stealth (which one had to toggle on and off while gathering to avoid being attacked while gathering; having it on cut one’s speed in half, and getting on a mount disabled the skill) to Sneak, which is automatically on once learned, even when mounted, does not reduce one’s speed, and yet it has the same effect of keeping enemies from attacking.
Having 10 cross-class skills was actually a bandaid fix until the role actions came along. We used to have a limit of 5, so you would have to pick and choose which ones to keep.
Its interesting to see how much revisionism there is from people who absolutely didn't play the game at the time. Like bonus stat allocation, why the hell would you want that back? Lynx Kameli calling that "customization" was one of the most disengenous things I've ever heard.
Protect and Stoneskin were fun to cast on random players out in the wild. I wish we had some casual ways of helping other players. Really wouldnt mind if they took the bonus duty actions from bozja/eureka and let us use them in non-instanced content.
i see so many people happy about to removal of protect/shell and stoneskin to this day and im like why? i really dont understand i thought they were fun to use.
You...couldn't cast Protect on other players out in the wild. I know because it always bothered the hell out of me. I could cast Stoneskin on people, and it had a 30 minute timer, but would only protect 18% of someone's HP (the size of the barrier). Meanwhile, I had Protect, this great sounding 30 min ability to hit people with in the wild that would make them take less damage for the whole 30 minutes...but it was party only, so you couldn't cast it on anyone else. That still bugs me. XD I absolutely DID cast Stoneskin on other players, though. And also Regen, back when it lasted 30 seconds.
I'm surprised no mention of pre-streamlined glamour prisms. If you wanted to glam your gear you needed the right DoH prism AND rank (1-5) depending on item level. If nothing else it was a great way to make gil until you can make better things but competition to sell them was fierce
@@EpickBoi I think the 4th floor should drop the gear like normal and they should move the goodies (mount/orchestrion) to the new 5th floor. Doesn't screw up getting gear and still leaves incentive to clear the final floor.
Agreed. On the one hand, it seemed to add some flavor and it got me to try out some classes I might not have that I ended up liking (Arcanist for me to get WHM). ...on the other hand, they never actually explained any lore connection between them (why does a Scholar need to have trained in Conjury?), and it also made me level Jobs I ABSOLUTELY HATED (to this DAY I absolutely HATE BLM because the game forced me to level THM to get SMN then to level THM even MORE to get Swiftcast for WHM/SCH (and also SMN's) raise spells. >_< I'm STILL kinda mad about it!)
Healing is boring af these days unless you're doing the literal hardest content in the game. Then again, even DSR was boring to heal for most of the fight
You forgot TP, or rather, you memory holed TP. Remove Confirmation windows for anything that isn't destroying an item. When would I ever want to not open a door, extract Materia, teleport to a new location, etc? It makes sense to have it for things like Desynthesis, Discarding, or selling items and cards so those can stay, but I shouldn't need to ask my cousin to remember my cursor position for random dungeon Macguffins to progress.
imo, the stupidest thing they added in this regard, was a confirmation box when accept a quest for your relic weapon... 99.9% of people are already on the correct job, the rest are idiots
Materia is I suspect a remnant of back when extracting materia used to eat the gear. Why that wasn't removed? Good question, I'm blaming "why the fuck does [unrelated thing] break when we change this oh god we have to finalize this in a week fuck it leave it alone"-type programming shenanigans personally.
The Cross Class section of this video is a little misleading. You had to get thaumaturge to level 26 for swiftcast, not 34. Also, paladins could not typically raise. They lacked the trait that allowed them to do so in combat.
Also healers could use BLM blizz 2 for dmg aoe spam in early dungeons. SMN could use BLM thunder dots in addition to their own for more dmg. Same for SCH & AST using WHM aero dot.
Noticed that as well. Also DPS wouldn't just spam the ogcd buffs back to back.. I'm pretty sure that video he is showing during that is from that MCH opener everyone memed on for being terrible
What would I like removed? Personally, the weekly order imposed on Savage raid fights. At the moment, you have to do all the fights in a raid tier in order each week, if you want all the possible rewards. Take for example Pandæmonium 9-12. The game wants you to do 9 first, then 10, 11, and 12, in that order. If you decide to even *attempt* 10 first in the week, your potential rewards for 9 will be forfeit for the week. But even beyond that, you *cannot* attempt to enter 10 before 9, unless someone in the party has already unlocked 10 for the week, by clearing 9 for the week or joining a *different* party with someone who cleared 9 that week. And what’s all this for? You’re not even allowed to enter a given fight in the current tier unless you’ve cleared it at least once. At some point, everyone in your group will have cleaned out the lower fights of everything they want or need, and this enforced order becomes a weekly chore for the party to play through if they want to even start working on the fight they’re actually looking forward to trying that week. Im not even sure how much this would help newer players trying to get they first clear; these weekly recourse parties tend to require everyone to have cleared anyway. And this is personal speculation, but I imagine that the rush to get that weekly clear on the lower levels contributes to there being fewer parties for those lower levels later in a given week. We don’t need to remove the weekly reward limitations, but I can’t see a good reason to keep this enforced order, or the weekly lock on later fights.
The savage loot system is the worst long running system in the game and goes against xiv's core design. It is the only system against the "do it all with one character" philosophy. One person in your raid group can't make it because their house caught fire? Well, better cancel raid or loot will get messed up. Oh, you know people who can sub? Too bad, they already cleared for the week. Your friend's need a sub tonight and you wanna hang out? Can't, you'll mess up your groups loot. We need a personal loot system. What that will look like, I'm not sure, but I HATE the savage loot system. The 6.4 changes helped, but it needs to be reborn. Also, as a healer main I HATE clearing a floor and knowing I'm not getting anything for 3-4 weeks despite working just as hard as everyone else.
I liked Cross Class conceptually, but leveling Black Mage to get swift cast made me want to eat nails. You made good points even if I disagree on a few. They had a lot of systems that could have been good, but were honestly half baked. I don't like how homogenized this game and most MMOs are for builds now, but it makes it more fun for most other people so whatever. I'm just realizing that I'm not the correct audience for MMOs in general even if I enjoyed most of the late game fights in this game. I do wish healers did more meaningful damage again. It wasn't exactly hard to keep every scholar damage dot up, but it gave me something to do when I wasn't putting out fires. Healing anything that isn't a savage or release day fight turns into a mindless chore.
Is homogenized because the meta freaks will just insist on everyone using the “best” build otherwise you are intentionally griefing even if the suboptimal build is way more fun
Yeah, with MMOs and multiplayer games in general, needing to respect other people's time and effort means you kinda _have_ to follow what the meta is, which kills the point of customizability. There are exceptions but it's very rare. It's best to make the design streamlined and then adjust to make sure whatever the meta is is fun and approachable instead.
@@RinBanana loved the video, so much nostalgia from FF14 weirder times XD. Hope you release a part 2 talking about other dumb stuff like the TP bar, the NIN poisons, the 6 dots of SMN, etc.
I miss aggro management but not healer dps stance dancing. But SCH had an advantage back then, since Lustrate healed 25% of target max HP could use it while in cleric stance and on WAR back when their tank stance increased their max HP and thrill of battle buff increases max HP even further. WAR & SCH had great synergy.
One thing I'm vary glade was removed from something back in 1.0. Where char and class/job had their own lvl's. char lvl's would let you increase your stats, while class/jobs would give ya your skills/spells and each had their own level/exp table. So if you wanted to change your class from like a caster to melee dps, you would have to reset your stats (i believe it cost gil to change and was not cheap, only to increase in price each time you wanted to change jobs).
I'm surprised the removal of Tech Points didn't make this list. Tanks and melee DPS used to have an "mp for melee" resource that capped at 1000 and could not be increased. If you were tanking, you could potentially end up locked out of your rotation by having to do a stun or overpower or something unexpectedly.
Thinking back to early runs of Temple of Qarn going badly not necessarily because of the bees killing the tank, or everyone dying to the Doom mechanic on the 2nd boss, but the tank and melees both running out of TP because they got caught by the point-blank AoE from the Bogies that dealt 300 TP damage, resulting in all the mobs eating the healer seconds later.
The disabling of abilities when your level is downscaled. 100% of why I almost never run leveling roulette is that getting stuck in Copperbell Mines and having access to 3 abilities is physically painful for me. I'm sure that CBU3 has the resources and know-how to balance around retaining your abilities when downscaled, so it's really frustrating that my rotation continues to get messed up every time I'm dragged kicking and screaming into lower-level content, or that I lose abilities as a healer that I use to manage my tank's HP during W2W pulls, or etc.
Cross-class was riddled with issues and anti-design but it made leveling more fun for new players. It was fun for me to take a break from MSQ to try a new class, and then see what spell I got from it. I wish they fixed cross-class issues rather than pulling the entire system out of the game.
I was a new player long ago and I did not find the Cross-Class system fun. Only chores. These days I find the thought appealing but that’s probably because I dont have to do it.
It was in desperate need of some kind of exp share system or just having the jobs be talent trees you moved points around in instead of the obvious timegate leveling every individual job was.
I thought it was fun, maybe we could learn from our mistakes and come back to this in a more simplified version to add a cool spiff for having a drk & a rdm on the same char I played during ARR & coming back I kind of wish it was still a thing
I personally hate it. I wanted to play a ranged DPS.... why the fuck did i have to level pug? lan? why didi have to touch those jobs for inner release and blood for blood. why did melee have to get bard for hawk eye and ranging strikes. it was garbage and i'm glad they nuked it
I'd like to see Materia removed entirely. Replace it with a consumable item like a cluster that lets you set the sub stats of a piece of gear. To hell with penta melding.
originally started during Heavensward so I'm glad people are talking about what cross-class skills used to be like also remember that time they tried to limit physical ranged DPS by giving them that stance that put cast times on their skills in exchange for damage? the old stance system in general was weiiiird
I loved the casting ranges! :) It was even described ingame if I remember correctly that the "casting" is an aiming action so you can hit the weakspots properly and do more damage. But I know I am one part of an extremly small minority in that case ^^"
@@Yoshinator the latter. the original MCH Gauss Barrel and BRD Wanderer's Minuet used to be a stance where you got a a certain percentage increase in damage (I'm seeing 30% looking it up) but you had to stand still while your weaponskills were executing
@@theangrycolossal Yeah SE got rid of it because many players back then whined about the fact they couldn't run around the whole time while shooting. Or that they couldn't attack while dodging a mechanic. My thought was "then turn of the Minuet/Gauss Barrel while dodging and turn it back on after". But well... they were enough players against it and/or loud enough for SE to get rid of these skills and just buffed the attacks from the jobs.
I was so glad cross-classing was removed. One detail you did not mention was that it made it 100% necessary to level the crafting classes in a very specific way. If I remember, you had to get all of them to level 15 first, then get Culinarian to level 50 next! It was the only way you could even possibly even make HQ crafted gear somewhat consistently. The change made crafting much more streamlined and you did not have to level every crafting class anymore if you did not want to.
The old Cleric Stance was absolute garbage. Which would you prefer? Take a penalty to damage but no penalty to healing, or take a penalty to healing but no penalty to damage? This choice isn't optional, you have to pick. And pick wisely because the toggle had a five second recast timer, so you were SOL if you needed to throw out some big heals but Cleric Stance was still on cooldown.
The old Cleric Stance was amazing. Black Mages could swap their INT and MND and thanks to Umbral Ice and Physick could be the sole healer in a dungeon where the healer DC'd.
Glamour dressers. As soon as you acquire an item, it goes into the glamour pile, no storage cap, no prisms, just a "have you acquired this item before" flag that makes it eligible for glamouring. It's probably the only thing that I think WoW got right that FFXIV didn't.
I'd like the old ARR timed nodes to be more like todays, or even quicker. Those things take a FULL HOUR to come back, vs the 30 minutes of our current ones. I don't wanna be told "Come back in 50 minutes" because I realized I needed darksteel too late.
MP for jobs that don’t use it. MP for Dark Knight in general - it’s the only job that has 4 different counters, aside of Black Mage - I don’t even want to think what Enochian is about… Message “ This head gear will not be displayed when equipped by Hrothgar or Viera characters.” Let me play rabbit guy and not feel like I’m being fucked by company for choosing long ears! Having to bring with me all my dyes in the inventory to apply them to gear. Not in retainer inventory or saddlebags. Needing to go to inn to apply glam from anywhere. Glam dresser limit. Glam dresser in general - just allow us to register all gear as glam per character. Job limitations for sake of glam. Just let us use whatever glam we want for the job we want! CC solo limit for casual matches. I wanna play PVP with my friends, goddamnit! “Unique Item” for current rings. Just let me use two augmented tomestone rings, you donkeys! Per character purchaseable emotes and glams (these are not going away prolly, since SE are turbo greedy). Whatever the hell is the Portrait system code. Just link portrait to your current glam, or link it like Adventurer’s Plate portrait!
Let's just say I remember when archers had to buy arrows.... And when the game punished you for earning exp and would slowly lower your exp gain to 10% if you earned more than half a level in a day...
About Cross-class, remember that Arcanist didn't had Conjurers trait for Protect, so Scholar's Protect didn't increase your magic protection iirc. Also Provoke was Gladiator skill so some Marauders didn't had it xD
What I don't miss is the accuracy stat, and the Combos that would break if you missed an attack. Such a joy to see a "Miss" appear and have to start the combo all over again. And the obligatory positionnals, with the same sentence to your combos. Such a joy when the mob/boss would suddenly turn around :P
I want them to simplify and streamline thier currency systems. Rn we have 4 different Hunt currencies, 3 different pvp currencies, a fate currency that is only applicable to the last 2 expacs and is otherwise fused with the currency for unwanted dungeon drops. At most each subsection of gameplay should have 2 currencies (one for on expac rewards, one for old expacs) and preferably some kind of exchange rate between them so that i can turn the 74 helmets i just exchanged for company seals into bicolor gems to buy crafting mats.
Yes to everything, but I think the conversion should only be applied from new to old types of currency; if I can stack a 80k seals and convert them into even as little as 1k gems on day 1, I basically kill the new content, which is what the devs do NOT want. The opposite would help new players and reduce currency bloat; hell, don't make it a choice, when the new expansion releases the bicolored gems become seals, and the new thingamajig is the new hot
It doesn’t even make sense that Sharlayan and Eulmore both use Nuts. Eulmore doesn’t use Allied or Centurio seals for what I assume are obvious reasons, but Sharlayan has no such excuse. They should have gone back to Centurio Seals, with the Gleaners commissioning us through the Clan
I guess they're not features per se, but I'd like to see raid buff timers reevaluated (2-minute will always exist in some sense, but 1-minute shouldn't just be personals either), crit damage decoupled from crit chance, and maybe caster/raise tax being lessened. With so much of the game being strict body checks, clutch raises aren't what they used to be and even if they were, both RDM and SMN are already punished rotationally for having to raise, so punishing their baseline for something they don't even always do feels a bit egregious.
Materia still actively ruin my life every time I queue into something with level sync on BLM because my current set relies a ton on SpS from melds. My GCD in Dead Ends is like 2.43 or something heinous like that. I really don't understand why level sync doesn't at least sync materia down to the corresponding expansion's equivalent rather than just disabling them entirely.
i think it's because level sync is stupid, and will give your items the high amount for both substats, if certain ilevel gear was like 50crit/70det, being synced down with stronger gear gives 70crit/70det, i think anyway. which means not having materia is a bandaid to not become way too powerful when syncing down, which is still a stupid annoyance for their clunky sync mechanics
Except for Artifact Sets, remove class restrictions on armor glams. There are enough universal glams that armor no longer communicates anything about what class or role someone's playing anyway. As for actual mechanical stuff: Remove MP costs from attack spells and balance MP as a utility and healing resource. Don't kill my damage just because I had to rectify someone else's mistake, you monsters. Let macros and ground-targeted abilities be queued. It is a grim thing to see those raise macros and know that they've almost certainly drifted their GCD to add the text to chat.
Not sure if there's something I'd like removed, but I absolutely would welcome a way to turn off the gatherer's boon. EDIT: They really really really need to remove freecure.
Something you missed was the requirement of training up multiple classes in order to unlock jobs. I remember needing like 20 levels of Marauder before I could turn my Lancer into a Dragoon. I think the only reason I picked up Marauder back then was specifically for that requirement. Found a list. Whenever you hit 30 in a class, you needed 15 in another to unlock the job. Black mage apparently needed Archer for some reason. That's weird. Anyway, something I'd like to see is the tab targeting at least prioritizing what you're fighting over what you're not. So annoying trying to switch from one target to another and accidentally pulling something fifty feet away who was ignoring you.
I’d like to see them remove one of the ring slots. It seems unnecessary to have two slots. They only have one for earrings and that works just fine. It would also eliminate the need for duplicate rings, then some of the other armory inventories could have an increase in capacity, just like what happened with the belts.
its prob there to support glam or to choose which hand rings go on, (eg: eternity ring on right or left, or another ring joining the eternity ring ). the belts made the most sense to remove given they didnt visually appear on your character while both rings do visually appear
Having retainers inventories being separate instead of just having a single retainer bank should be changed. You can have a single panel with all five slots and above that each retainer's name as a second tab. This minor change would cut down on so much wasted time for casual crafters like myself so I don't have back out of a menu just to open a different menu to access the other retainer's pack where I stored some item I need to craft my grand company's daily crafting items.
I totally forgot about manual stats. It existed when I started playing, but I was focused on only one class…getting to Heavensward. By the time I switched to CNJ/WHM, it was gone.
I'd love to see 2 minute burst windows gone. Or at least like...letting jobs breathe a little more again. I understand why they did it, but I feel the execution could've been better. Maybe allowing more jobs to keep a consistent DPS regardless of burst, and some jobs to be focused entirely on said burst.
This is all a numbers and calculation game. They could definitely do it, they just chose not to because raiders said it "felt bad" that the burst only lined up at 6 mins and certain jobs had synergy with one another.
People complain about the 2 minute meta but you know for a fact that people will simply shift when burst windows are depending on whats in the party. And if someone misses that new arbitrary time, people will get pissed...people will line up buffs regardless so it's kind of a goofy thing to complain about
Surprised you didnt mention preatorium movie mode. Its high time guildheist, or whatever that unused level 10-40 memorization mandatory mini dungeon is called, gets removed so I dont need to look at it.
The issue is not that they removed CS but made the DPS rotation too simple and unengaging. Adding Cleric Stance back to what we have now would not be an improvement but reworking damage rotations without CS would. If CS was to make a return it should be a CD variant rather than stance since it wasn't exacly interesting to bypass or switch on/off
@@zedorian6547 That should be the no1 prio. But, there is always room for periods of lower healing in fights and those will grow as players gear up, get more used to the fights and further expansions powercreep classes overall. Healers also deserve to have some more engaging rotations for going through the MSQ. It's not one or the other. Both should be looked at.
i gotta say as a vet of FF14 i remember each and everyone of those systems and each one is terrible and im very glad they have been removed from the game. at this point in the game they have done so many QoL changes that most of the things that i wish are removed have been. so at the moment i cant think of anything.
I liked cross class skills, it made sure everyone knew at least the basics of the other party members playstyle, so in theory tanks would know to keep mobs still for melee's directional attacks.
Not if I only did the class so that I could grab the specific skills and never touch the class again. Examples being both Monk and Dragoon for Warrior.
@@zedorian6547 but I assume you did play those jobs enough to understand that they had positionals, and that it was important as a warrior to keep the bosses still so that the melee jobs could do their thing properly?
@@starlightbreaker561 no. I did it because I needed the skills in order to play Warrior beyond a sponge. The cross class system did literally nothing to incentivize me caring about how the other classes did their jobs. The system itself is neat but I’m perfectly fine with it being gone.
@@starlightbreaker561 I do agree with you that playing other roles during ARR to pick up needed cross-class skills on my tank gave me insight into the playstyles of other jobs. Once I knew and understood what players on those jobs were looking to accomplish, it vastly improved my tanking ability. I think that's the only real loss with the removal of the cross-class system. Fewer players touch other roles, and consequently never learn anything from a different job's perspective.
I kind of wish they would separate SCH from ACN and turn it into how future jobs work where after you reach a certain level on any class you can go get the job quest and level it separately. But I guess that would be at the cost of the benefit of leveling two jobs in one go.
Since the jobs/class thing went out the window with Dark Knight, I agree they should just start at level 1 as Paladin or wm or whatever instead of the combo system. Either make them all combos or make none of them combos. It just doesn't make sense.
All I want is for Cure 1 to upgrade into Cure 2. Please stop the free Cure 2 fishing and give me the convenience of my heal being on the same button in lower level dungeons. (cries in WHM)
I would love to remove all healers who think that their only job is to "heal" other players and who think that it is "toxic" whem other players tell you to otherwise 🙏
Do you remember, that once upon a time, certain jobs required levels in TWO different classes first? Think Paladin for instance required 30 levels in Gladiator and 15 in Conjurer, BLM required THM and ACN, Scholar was ACN and CNJ, etc.
A few of the things that are still in the game that I (and I'm sure most others) would like to see gone: - Direct Hit. It's just a second Crit stat. - Melding stat caps on items. There's no real clear reason why I can't add more Crit materia to an item that already has Crit on it. - Glamour Dresser / Armoire. Just make it a "learn the appearance, then use it forever" like how WoW does transmog. - Gender/race locked customization and gender/race locked gear appearances. Make all voices/hairs/etc usable by anyone, and split all gender/race specific items into entirely separate items that are all gender/race neutral. I want the Elezen Male Hempen Undershirt for my Miqo'te. - Gear / glams that take up multiple slots. They can all be easily split at points on the glam that make sense. I want the Gaia outfit arm warmers and boots for my Miqo'te, but without the rest of the outfit so I can use other glams in the chest/legs slots. - Undyable gear. Everything should be dyable. - An option to toggle showing hair with current head glam. I hate it how some head glams make all your hair disappear, even if it would be hanging from underneath, while others don't. 3:10 that Megamind adventurer plate is amazing
You forgot the biggest sinner - TP. It was even more of a nightmare in 1.0, but running out of a resource that didn't get exhausted beyond AoEs drove me nuts.
I still think about Mana Shift sometimes. Role-action available to magical-ranged DPS that could transfer 20% of their MP to a party member. Can't remember when they removed that though.
Basically all the Glamour restrictions: - Remove the mirror, add a collection like system (like Triple Triad Card/mount/minion, you dont have to store those) - Only be able to glamour on sanctuary areas (I hate when Im doing something in the open world and my queue pops up and my Warrior is wearing paladin gear). - Other than Class Relic gear, just make all gear be available to everyone for glamours (There are some Scholar gear that looks like heavy plate already... just make it all available so we can pick and choose our own). - Limited Glamour Plates, why not make it just unlimited (kinda like your different gear sets, I know there is a limit... but no one uses all the slots, AT LEAST 1 for each battle class/job and gatherer/crafting class/job. I think there is a total of 28 jobs in the game, 20 plates). Also, lalafells
Personally? Tank Stances. I mained Warrior ever since I started at the height of Heavensward, and tank stances were literally the worst. Having to swap to 1 stance to gain Emnity, but doing no damage... Oh, but you could cast a short buff to allow you to use your Meter attacks, and deal normal damage for a bit. And once you were high enough Emnity? You had to SWAP TO DPS STANCE JUST TO HURT ENEMIES. Oh, but don't forget to swap back, or else you won't gain any aggro and your team will die! God, it was such an exhausting juggle, and it was -not- worth it. A universal "Tank stance" is just so much better now.
The cross class thing was a holdover from 1.0 when you didn't have job stones, and you had to carefully pick what skills you wanted. If you were a magic user, there were only ether pots to restore mp unless you cross classed and unlocked sanguine arts, which restored mp equal to a percentage of damage dealt on your next spell. It made the game more customizable because sanguine arts was only useful if attached to an aoe on a massive group of mobs otherwise the amount of mp gained wouldn't amount to enough to cast another spell and you were better off picking something else. Thats the reason you have 10 action bars and an arrow to quickly cycle through them people had skill sets they used for solo, party, dungeons, and bosses.
I kinda liked cross class system. It felt like I earned these abilities. But I wasn’t a raider so I didn’t have anyone looking at me wrong for not having the right skills to the meta
Conceptually it's neat but at the same time having to level jobs you have no interest in to get abilities was a pain. I hated as a warrior having to level gladiator in order to get provoke. Additionally, I'll never get back the time I wasted getting stone skin on my scholar when they removed it later
Old cleric stance (toggling it on and off) was fun but annoying. If it ever came back I would hope it just increases casting time for heals when on and increased stone casting time when off.
True, the cool down was really annoying but now we know it was because the server tickrate was terrible with the ~250ms lag built in before it was even our turn to press a button.
Something i think you should have mentioned, losing 25%/50% health with weakness and brink of death. Like you were just doomed to die since you're just at half health for the next 2 minutes
Not gonna lie, I want consolidated combos, kinda like what they have in PVP or what GNB has with Continuation. Especially for small combos like Storm's Eye or Warrior, it just feels like unnecessary button bloat and there isn't that big a skill difference between hitting 1,2, then 3 and just hitting 1 three times. Also, I want Materia to occupy it's own space in my inventory separate from my inventory, kinda like what we have with element crystals. I am just sick and tired of essentially having my inventory clogged by Materia, some of which I already have a stronger version of. I would say to just gut Materia all together but then I feel like weapon stats would have to be reworked, and I'll be honest, don't really have a problem with em balance wise, just got a problem with em in my inventory.
@tyverus89 How so? There isn't that much of a difference between pressing 1, 2, 3, 4, then 5 vs pressing 1 five times. There isn't alot of skill in button presses, it's all mostly timing and that can still apply to a one button combo.
They need to add something to take away multi button combos, something ffxiv is traditionally bad at for better and for worse. The transformative buttons in pvp are a step in the right direction, but if they're gonna consolidate buttons, they NEED to add more combo actions or gcds with interesting effects.
You used to have to level multiple classes to unlock a job. Bard required level 30 Archer and level 15 Pugilist, and this was back when level was _waaaaay_ slower than it is now. Actual nightmare.
Remove skill and spell speed stats. Tune and balance job rotations around one universal gcd speed. Enjoy a single bis on every job that shares a set instead of having one of them inevitably fall apart because your entire toolkit starts drifting if your gcd is off by a 0.03s from mathematically proven optimal speed.
i would say it would make all fishers happy, if fish baits have they own inventory separate from your inventory.
for example fisher already have the ability "bait", so you could put all your bait items to there.
rather just have more general inventory slots
because a bait bag would be adding general inventory (like chocobo saddlebag) (digital data storage wise) that you couldnt use as general inventory
Honestly just allow them to be in offhand armory. That is barely used anyway. @@idminister
@@RuneKatashima that's actually a good idea, yeah, only crafters / gatherers and pld use off hand slot, 12 slots out of 35 if you need one of each, maybe even some extra pld weps, you could still have 20 slots for bait.
I mean the code is technically already there with the "tackle box" inventory box butttt we just.... dont have it implemented in a way that makes sense
The glamour dresser limit. Making it a catalogue instead of a storage would be a dream come true.
I wish they would use a similar code they use for the Calamity traders, aka use Achievments to track unlocks... ... it could be so easy!!!
Hell yeah. That would be so great
How does this not have more support?
My only concern is the use of multiple of one piece in a dresser. I do this sometimes to have specific items have expensive dyes so I don't have to buy them repeatedly for them, and I would be worried this would remove that option.
I wish they'd at least make all of the class artifact gear from each expansion part of the Armoire so it wouldn't have to take up space in the dresser
Everyone knows that you're supposed to meld control materia to your DRK to help you control the darkness.
I never thgouht of that before, I better get on it! Thanks!
Brother
Everyone knows you need to meld Perception to your elemental gear so that you can find traps in Baldesion Arsenal.
Don't forget that Provoke used to be cross class. If you didn't have Paladin leveled you basically couldn't clear fights like Ramuh EX on Warrior.
Remember when people used Titan-Egi instead of tanking? Wild.
People liked that though. @@JrystalTyaeli
DRK too. The "I just want a greatsword but I don't want to tank" checklist of HW DRKs, A: no darkside because they did none of their quests and B: no provoke. And back when Midas and Gordias were current patches tank swaps were still required in normal modes...
Provoke was cross class AND you could put it on some non-tanks. And there would always be "that guy" in roulettes who would have it just to mess up your day...
That was a throwback to FFXI... only WAR got Provoke, so any tank had to subclass WAR, because that was a huge part of your threat generation -- you basically had to spam it on CD.
And if you think that's bad, only BLM or sub BLM got the Warp spell, which was the equivalent of Return..!
Double rings. Makes small difference, but I'm sure a few people will agree. Because some rings be like "You can only have one of those in your inventory." And JUST for rings.
Agree, just make them in pairs, for gods sake
Tomestone rings lose their unique designation upon being relegated to poetics. Probably solely because people aren't going to (be able to) prog the third savage tier just for a ring that will be rendered obsolete by (expansion) level 5.
I don't know when this happened, because I quit in late Stormblood and took the entirety of Shadowbringers as hiatus, but coming back in Endwalker was nice to see that non-augmented tome gear was gone and the rings weren't unique anymore.
It urks me to no end going to a tomestone merchant, going to buy an augmented ring and then they go "You can only have one." .....BUT I GOT TWO SLOTS. WHY YOU LIKE DIS??
Meanwhile my cursed tank BiS possessing an augmented and unaugmented tome ring... >:C
This issue was precisely why being able to initiate raids like Eden or Pandaemonium was so difficult initially. Because if the drop rates of items from dungeon chests couldn’t help you, you had to either make armour or accessories, or buy them from the market board, or failing that, farm the Extreme fight that dropped accessories at the time, because the game is just like “bad luck? Screw you.”
It must've been some pretty heavy PTSD to have completely blacked out the fact that Protect was originally physical damage only, and you needed to also cast Shell for magic damage reduction.
Don't remind me of those demons PLEASE
Don't forget about spamming stone skin as well.
Yep
Pld had rez back then for a bit but gone now had people dead on the floor a lot but tank rez was the best.
And they Brought it all back in bozja just to remind you of them lol
I am shocked that old piety, old sprint and tp weren't mentioned.
Old Piety gave you an increase in max mp and was for everyone. Issue is that do to how small our stat totals where back then 1 or 2 piety was a huge deal. So for BLM specifically if you weren't a lalafell you had to run an extra piety materia in order to do the rotation.
Old sprint and TP are interlinked. Sprint used to be up to 20 seconds in combat, however it's duration was based on how much TP it consumed and it consumed ALL OF IT. so with TP on it's own being the MP for Melees if they ever hit sprint it better be so they don't implode, or they just suffer for it.
I just wanted to give a sample of things with some fun anecdotes relating to each! There's definitely an absolute bunch that I've missed
as a SCH main I was waiting for the mention of Accuracy the whole time. Having to pentameld accuracy on all my shit just to hit anything not even for savage content just regular content was so annoying.
@@RinBananaI'd love a follow-up to this! As someone who joined during Shadowbringers I keep hearing horror stories about all this old content, so I'd love to hear from someone who was there at the time
Dont forget Red mage dualcast being eaten by sprint.
... no wait it still does that
I keep forgetting about that until it happens again @@Nazuiko
I'd hope for the current portait system to be reworked in a way where it isn't annoying and linked to current gear, or at least be in a way to where it just auto updated, even extracting materia from your gear can cause a portrait break
and then you forget to update but get reminded in the next duty just to afterwards forget again.
but i'll add on to this that it would be cool if we could get more customisation for portraits...like particle effects and such, so we don't have to use certain weapons for that (also i want my minion to show up there).
you can have this now if you link your glamour plate to your gearset
controversial pick possibly, but Remove the job limitation from glamouring. certain jobs can maybe keep their exclusive gear if it's say an artifact set, but when glamouring we should be able to visually use any job's gear on any others. There's been so many times I've wanted to wear something for a Black Mage on a Healer, but can't. and it makes no sense. For the record this only applies to clothing and accessories, Not weapons. Weapons makes absolute sense that they cannot be unlocked.
usually you have to find that same thing but of the other role. True griffin hat of healing, and then... i ofrget its name but one of casting. later the forgiven hat of healing varient was black by default.
@@elgatochurroSadly that isn't always an option. Case in point, the Moonward Veil of Striking/Scouting, which would be an absolutely PERFECT dancer head glam, but has no aiming or unrestricted variant.
I don't think that's controversial at all. at one point it made sense to say "A white mage in heavy armor doesn't make sense" but considering we have tanks in bikinies I don't think that's an issue. ALSO ALSO ALSO IN LORE THE WAY GLAMOUR WORKS IS THAT IT"S JUST AN ILLUSION OVER YOUR CLOTHES SO YOURE ACCTUALLY WEARING YOUR NORMAL GEAR IT JUST LOOKS LIKE THE GLAMOUR. Not yelling at you, just passionate lol
@@elgatochurro like besides the literal job specific artifact armours i dont see any reason we couldnt
we have a lot of all job glams now (like the pvp armours) so visual role identidy is kinda out the window anyway
SO much this. Artifact gear can stay locked, sure, but everything else should have the whole " Disciple of Magic" or "Disciple of War" tag on so that any job can use whatever glam.
9:52 Hey, that's my lightning materia there! I pretty much listed it at that price in the off chance that someone out there has more money than sense. As for things I'm glad they got rid of, one of my favourites is having to overmeld materia one by one. It used to take so long to meld a full set, especially if you were lucky. I still have an almost full stack of realm reborn red just for faster melding
One annoying thing people seem to have forgotten even existed - damage type debuffs. It lead to a situation where BRD and MCH required DRG in a content for piercing debuff, NINs preffered having a WAR tank so they don't have to lose dmg on applying the debuff themselves and MNK was in an awkward spot where it was the only job with blunt dmg and blunt debuff, so it kinda didn't synergize with everyone else, so they were much less desirable.
I want the shortcut in a story dungeon, in case I die to a boss, to take me right to the boss I died to and not have me run down a corridor.
I didn't realize how bad I wanted it until they included it in the Variant dungeons.
Same 😢
if you didnt kill it all though...
although now theres no alternate path...
I forget which dungeon that has a stupidly long corridor even when you took the "shortcut". Literally my first response to the group at the time was like "Wtf kind of shortcut was that?"
@@ketsuekikumori9145 lol
Don't know if this counts as addition or removal, but I'd love all that bait I carry around in my saddlebag to be removed and placed in an actual tackle box, instead of just the bait selection it currently is.
I'd also like it they'd remove the requirement to unsummon your chocobo if you want to stable them. Obviously you want them unsummoned if you want to stable them.
As a MNK during Heavensward, I'm so glad they removed TP. Every AST was more of an enemy than the actual enemy. You had a good solid minute of attacks then you get to sit in the kiddy corner taking a breather because now your in-game stamina was the same as your real life stamina.
Oh yea, AST would purposely grief MNKs with Arrow card that use to give haste back then. good bye TP., just praying to a NIN to use Goad on you or BRD song Army's Paeon TP regen.
What you don't like Haste!? Faster dps = more numbers! = more damage!! *tosses you Haste card*
Run no never hit it as a dps unless your a caster
@@HyouVizerngl id do that too if we still had tp, i didnt start leveling other classes till i got to late shadowbringers
Oh very much so. I never got into high end, but I have vivid memories of a particular enemy that sucked TP. As a WAR it was awful. One minute I'm ready to go the next I'm dead in the water. To make it worse most DPS didn't actually recognise the enemies that did it so I had to slow right down and mark them, then pray they killed them quickly
I played during 1.0 so this is hilarious to me. I remember people getting upset over the removal of customizable stats, protect, etc. The freedom of it all was a really cool and interesting idea but it just didn't work in practice.
It´`s the removel of the illusion of choice they`re probably more upset about
@@zirilan3398 You're right. It was 100% just an illusion of choice. There was never any actual buildcraft in the game. I am a big fan of games that allow real buildcraft but this just wasn't one.
@@mattg6106 We won't have actual choice until crit stops beein the dominant substat and that won't happen since it worked so far and this way they don't have to provide the ingame gear to actual make a difference which I am OK with
@@zirilan3398 for sure. It's kind of a "if it's not broken" situation.
It's hilarious how even now there are people who are like "the game was way better in Heavensward, Yoshi-P needs to be fired" like their rose tinted glasses must be blinding them to all the unquality of life features HW had, lol! 🤣
Accuracy is also a big one, ESPECIALLY for Black Mages. That Aero III miss was just a minor DPS loss, but missing a BlizzardIV completely fucked up the rotation, and if that was in the very first loop, 30 seconds of Fire1 flinging.
And of course, the "glory" days of bards with Cast bars. So "amazing" it only lasted one single expansion.
The "best" thing about bowmage was how repelling shot would interrupt your next skill because they didn't account for how the forced movement would interact with a cast bar.
@@solario8628 Terrible thing is MCH felt alright enough with Gauss Barrel at the time because, as a job, it was designed from the ground up with cast timers on select skills in mind. I never felt like I was fighting my own kit on HW's version of MCH.
But you're 100% correct about BRD. Forcing the bowmage playstyle as soon as you unlocked Minuet was at odds with everything still on your hotbar from 1-50, and the fact people were doing some awful combination of temporarily exiting WM and/or combining it with Feint usage (which, as a cross-class skill from LNC/DRG, didn't trigger the cast timer) demonstrates what a poorly-implemented idea it was.
As someone who's only ever seen a bard with a cast bar in PvP, it's cute there, but I can see why there'd be issues, esp. with how Bard may as well be a combat version of Weaver.
Accuracy I feel is something that should NOT be applied in ANY MMO unless you're intentionally trying to pick fights with higher level opponents. The system it's at right now is alright. It's intentionally frustrating to whiff an important part of your rotation, and having it apply when you're a level 80 fighting a level 89 opponent is a great way to tell people "Hey maybe you should level in an area where it makes sense for you".
I'm lookin' at YOU, WoW, what with your "Blood boil can miss a target, and if an attack misses, it misses EVERY target it could hit" bullshit
Unfortunate that customization just doesn't seem to mesh with MMOs
The more customization matters, the more you're pushed to make the objectively superior choices, even in casual content. The less customization matters the more it just feels like busywork that might as well not be there.
Yeah, in most cases, the goal of MMO raiding is very simple (do as much dps as possible while not dying (with the addition of doing enough healing to keep the others alive for healers)) and the customisation is also very simplistic. This quickly leads to it becoming a solved problem. Solved problems are busywork at best and gatekeepers at worst.
This is true for most, but Wynncraft has the most well-designed customization I've ever seen in an MMO. Outside of skill points and armor with specific traits for buildcrafting, the game has a cross-class style ability point system that is actually well designed. It's hard to explain, but there are 3 subclasses for each class, and an upgrade "path" for each one that connects to the others, and you can either go the entire full path on a single subclass, or sacrifice some of your main subclass' upgrades to mix and match with other subclasses that have good synergy. The best part of it is that cross-path upgrades are not additions, they're trades. To explain, there's a limited amount of ability points you can get in the game, and this means that you'll never get flamed for not having a certain cross-class upgrade (like FFXIV Swiftcast) because they're not upgrades you can get *in addition* to all your main upgrades, but rather upgrades that have to *trade* some of your main upgrades to get. No matter what upgrades you get though, you're not in any way losing out on anything because you're simply trading one utility for another to fit your playstyle.
As an example, 2 of the Warrior's archetypes are the Paladin and Fallen. Fallen enters a corrupted state where it can't heal but deals more damage the more damage it takes, which synergizes really well with some defensive Paladin upgrades that lower the risk from being constantly at low health, but getting too many Paladin upgrades means that you're not maxing out Fallen, which in turn means you're trading some of your burst damage for longer sustained damage and tankiness to fit the playstyle you want.
I still think that Blue Mage and the like are cool however. Maybe we could see more customization through the form of more Limited Classes or even a type of endless dungeon where instead of leveling up normally, you build your character through a ran assortment of skills like most rougelikes.
I think it matters for what the content of that MMO is as far as what's considered end game and what the actual player experience is. Ragnarok Online no one cared about builds because end game was a mob of people ganging up on one boss so no one cares what your build is as long as you're contributing. PSO also no one cared. You could take whatever loadout you wanted though some key things were always good to keep in your kit. Dungeon Fighter Online you can look at the top ranking players and see a lot of variations on skill and builds. But the difference is flexibility of content. Those games don't have a single choke point to funnel everyone through for end game which is what causes a hard meta.
It's why I get confused about how WoW players constantly cry about talent trees.
99% of players will be using the exact same talent build they got from Icy Veins. What is the point of customisation if everyone is just doing the same thing.
Blue Aetheric Mimic ... don't remove it, but let us get it from NPCs and then put 3 NPCs near the Masked Carnivale for each role. Running around hunting down your needed job in Ul'Dah is just unnecessary. (I still have my Keeper's Hymns for nostalgia purposes)
honestly i would love to see certain role specific glams be unlocked so i could walk around as an armored caster without having to grind bozja for the law's order gear
Honestly same, I need to be able to run around as a black mage in full heavy plate gear, so that I can not move in style and have it make logistical sense.
@@_Galaxymuffin_ PVP Glams. I use it for blue mage, so I can be a battle mage.
The mandatory 10 minutes wait before entering Delubrum Reginae. I love that raid but you spend almost as much time waiting for it as doing it with a good 5-8 person party. I'm already mostly done with Bozja, as are most people, and if anything that makes it more important because new players today are literally never going to run into other parties queueing at the same time. Literally just add a checkbox or something for "waive member search" or "enter as preset" or something
Someone else mentioned wanting the glamour dresser limit removed, which i agree with i definitely would rather it work like transmogs in WoW where you can just unlock appearances in a catalogue, but instead ill bring up a related thing i want gone in the locking of applying glam dresser glams to beijg in an inn room.
I don't want to go to an inn room just to fix my glam when i get new gear. It's annoying as hell
You can glam in any sanctuary, not just the inn room. The only thing locked to inn room (and choice other locations) is changing the glam plates themselves.
That will never be gone sadly. They have addressed this issue multiple times and have said its basically impossible due to 1.0s spaghetti code. It's why we still do not have glam dressers in housing after 8 years.
@@JathraDH it being 1.0 spaghetti code is a misnomer. They celebrated that every bit of 1.0 coding is now gone.
IT'S NOW THE FAULT OF 2.0 CODING HAHAHAHAHAHHAHAHAHAHAHAH
Specifically, the issue is that Glam dressers have 100s of things to track and so just moving it even a bit can cause a crash. And I *think* they meant server crash, not a client crash. @@InFluxCapacitor
For me the best thing they removed was without a shadow of a doubt TP. Just awful especially with how sprint interacted with it
being a melee back then really sucked didnt it
Don't forget to goad the warrior or he can't AOE anymore.
Nah I miss TP. I felt like it added a bit of difficulty to the game in like how healers needed to manage mana
In my experience it never added actual difficulty during actual content, just meant that melee had to stop AOEing during big pulls for a while and just single target.
TP was mostly an issue in longer fights though thats were the pain for me comes from @@ChaosDistortionBlade
As a BLM main, I am happy they changed Enochian to a trait instead of an instant with a cooldown. Sure, you can still lose Enochian, but you can get it back immediately with your next cast instead of waiting for it to be off cooldown and pressing an extra button. Also, Blizzard II being useful again. Used to be BLM’s answer to Holy, but by the time ShB dropped, Square removed the stun effect from it, making it all but useless (yes, even more useless than Scathe). Changing it to be the Ice phase version of Fire II (distance AoE - and pretty much the old Freeze spell) and modifying Freeze to be the equivalent of the Ice phase version of Flare makes a lot more sense.
Also, another nice change (from 5.1, I believe) was the changing of the DoL skill of Stealth (which one had to toggle on and off while gathering to avoid being attacked while gathering; having it on cut one’s speed in half, and getting on a mount disabled the skill) to Sneak, which is automatically on once learned, even when mounted, does not reduce one’s speed, and yet it has the same effect of keeping enemies from attacking.
I'm trying to get back into BLM after leaving it at 80 for months. I love this change, Enochian as an active skill was annoying as hell .
Having 10 cross-class skills was actually a bandaid fix until the role actions came along. We used to have a limit of 5, so you would have to pick and choose which ones to keep.
Honestly, belts were a waist.
I’ve been waiting all day for this comment.
Just doesn't hold up anymore.
Screw you take my like
Its interesting to see how much revisionism there is from people who absolutely didn't play the game at the time. Like bonus stat allocation, why the hell would you want that back? Lynx Kameli calling that "customization" was one of the most disengenous things I've ever heard.
It was a feature that essentially didn't exist other than to cuck SMN/SCH and to make unprepared players outright weaker, I'm glad it's gone
People not understanding that Illusion-of-choice mechanics are, in fact, an illusion.
Just stand and let resolve!
Tanks being able to use dps accessories to sacrifice some (unneeded) tankiness for near DPS class damage was pretty fun though.
@@moogleboythat guy's video is the epitome of people not understanding what they want
Protect and Stoneskin were fun to cast on random players out in the wild. I wish we had some casual ways of helping other players. Really wouldnt mind if they took the bonus duty actions from bozja/eureka and let us use them in non-instanced content.
i see so many people happy about to removal of protect/shell and stoneskin to this day and im like why? i really dont understand i thought they were fun to use.
You...couldn't cast Protect on other players out in the wild.
I know because it always bothered the hell out of me. I could cast Stoneskin on people, and it had a 30 minute timer, but would only protect 18% of someone's HP (the size of the barrier). Meanwhile, I had Protect, this great sounding 30 min ability to hit people with in the wild that would make them take less damage for the whole 30 minutes...but it was party only, so you couldn't cast it on anyone else.
That still bugs me. XD
I absolutely DID cast Stoneskin on other players, though. And also Regen, back when it lasted 30 seconds.
I still throw a heal or two on people fighting msq enemies and such.
Paladin using Stoneskin was sometimes better mitigation than actually using proper mitigations because it was 1/10 your HP. Was wild.
I'm surprised no mention of pre-streamlined glamour prisms. If you wanted to glam your gear you needed the right DoH prism AND rank (1-5) depending on item level. If nothing else it was a great way to make gil until you can make better things but competition to sell them was fierce
Remove door bosses in savage and just have a 5th, savage only fight. They are already designing 5 bosses each time.
Actually, agree
Yes
But should the 4th floor drop loot? 🤔 And if so, what should it drop? Maybe the chest piece? And 5th can drop the weapon and mount?
But yes, I agree.
@@EpickBoi I think the 4th floor should drop the gear like normal and they should move the goodies (mount/orchestrion) to the new 5th floor. Doesn't screw up getting gear and still leaves incentive to clear the final floor.
I had a love/hate relationship with needing to level a second class to 15 so I can unlock a job stone.
Agreed.
On the one hand, it seemed to add some flavor and it got me to try out some classes I might not have that I ended up liking (Arcanist for me to get WHM).
...on the other hand, they never actually explained any lore connection between them (why does a Scholar need to have trained in Conjury?), and it also made me level Jobs I ABSOLUTELY HATED (to this DAY I absolutely HATE BLM because the game forced me to level THM to get SMN then to level THM even MORE to get Swiftcast for WHM/SCH (and also SMN's) raise spells. >_< I'm STILL kinda mad about it!)
I personally miss cleric stance dancing.
Yes! I miss that and old Astro cards. I keep getting called a "Healing Boomer" by my FC, but I just find healing so boring now.
@scottwagner2566 agree
it's why I quit the game. healers were the only classes I like and they're just not fun anymore
Healing is boring af these days unless you're doing the literal hardest content in the game. Then again, even DSR was boring to heal for most of the fight
tank stance dancing was peak.
i hate the new stance changes. they're so boring.
@@scottwagner2566 stormblood astro, my beloved.
You forgot TP, or rather, you memory holed TP.
Remove Confirmation windows for anything that isn't destroying an item. When would I ever want to not open a door, extract Materia, teleport to a new location, etc? It makes sense to have it for things like Desynthesis, Discarding, or selling items and cards so those can stay, but I shouldn't need to ask my cousin to remember my cursor position for random dungeon Macguffins to progress.
imo, the stupidest thing they added in this regard, was a confirmation box when accept a quest for your relic weapon... 99.9% of people are already on the correct job, the rest are idiots
Materia is I suspect a remnant of back when extracting materia used to eat the gear. Why that wasn't removed? Good question, I'm blaming "why the fuck does [unrelated thing] break when we change this oh god we have to finalize this in a week fuck it leave it alone"-type programming shenanigans personally.
Surprised you didn't mention HAVING to sleep at an inn, to get the rested bonus.
Also kinda miss cross class skills.
The Cross Class section of this video is a little misleading. You had to get thaumaturge to level 26 for swiftcast, not 34. Also, paladins could not typically raise. They lacked the trait that allowed them to do so in combat.
Also healers could use BLM blizz 2 for dmg aoe spam in early dungeons. SMN could use BLM thunder dots in addition to their own for more dmg. Same for SCH & AST using WHM aero dot.
Noticed that as well. Also DPS wouldn't just spam the ogcd buffs back to back.. I'm pretty sure that video he is showing during that is from that MCH opener everyone memed on for being terrible
What would I like removed? Personally, the weekly order imposed on Savage raid fights.
At the moment, you have to do all the fights in a raid tier in order each week, if you want all the possible rewards. Take for example Pandæmonium 9-12. The game wants you to do 9 first, then 10, 11, and 12, in that order. If you decide to even *attempt* 10 first in the week, your potential rewards for 9 will be forfeit for the week. But even beyond that, you *cannot* attempt to enter 10 before 9, unless someone in the party has already unlocked 10 for the week, by clearing 9 for the week or joining a *different* party with someone who cleared 9 that week.
And what’s all this for? You’re not even allowed to enter a given fight in the current tier unless you’ve cleared it at least once. At some point, everyone in your group will have cleaned out the lower fights of everything they want or need, and this enforced order becomes a weekly chore for the party to play through if they want to even start working on the fight they’re actually looking forward to trying that week.
Im not even sure how much this would help newer players trying to get they first clear; these weekly recourse parties tend to require everyone to have cleared anyway. And this is personal speculation, but I imagine that the rush to get that weekly clear on the lower levels contributes to there being fewer parties for those lower levels later in a given week.
We don’t need to remove the weekly reward limitations, but I can’t see a good reason to keep this enforced order, or the weekly lock on later fights.
The savage loot system is the worst long running system in the game and goes against xiv's core design. It is the only system against the "do it all with one character" philosophy.
One person in your raid group can't make it because their house caught fire? Well, better cancel raid or loot will get messed up. Oh, you know people who can sub? Too bad, they already cleared for the week. Your friend's need a sub tonight and you wanna hang out? Can't, you'll mess up your groups loot.
We need a personal loot system. What that will look like, I'm not sure, but I HATE the savage loot system. The 6.4 changes helped, but it needs to be reborn.
Also, as a healer main I HATE clearing a floor and knowing I'm not getting anything for 3-4 weeks despite working just as hard as everyone else.
It’s just gear…..
I liked Cross Class conceptually, but leveling Black Mage to get swift cast made me want to eat nails.
You made good points even if I disagree on a few. They had a lot of systems that could have been good, but were honestly half baked. I don't like how homogenized this game and most MMOs are for builds now, but it makes it more fun for most other people so whatever. I'm just realizing that I'm not the correct audience for MMOs in general even if I enjoyed most of the late game fights in this game.
I do wish healers did more meaningful damage again. It wasn't exactly hard to keep every scholar damage dot up, but it gave me something to do when I wasn't putting out fires. Healing anything that isn't a savage or release day fight turns into a mindless chore.
Low level black mage is a violation of the Geneva convention.
Is homogenized because the meta freaks will just insist on everyone using the “best” build otherwise you are intentionally griefing even if the suboptimal build is way more fun
Yeah, with MMOs and multiplayer games in general, needing to respect other people's time and effort means you kinda _have_ to follow what the meta is, which kills the point of customizability. There are exceptions but it's very rare. It's best to make the design streamlined and then adjust to make sure whatever the meta is is fun and approachable instead.
Lowkey, I miss tank stance dancing and aggro management in general, but I understand the change was needed so more ppl could play tanks and stuff
Inner Beast on WAR felt so, so powerful in prog
@@RinBanana loved the video, so much nostalgia from FF14 weirder times XD. Hope you release a part 2 talking about other dumb stuff like the TP bar, the NIN poisons, the 6 dots of SMN, etc.
I miss aggro management but not healer dps stance dancing. But SCH had an advantage back then, since Lustrate healed 25% of target max HP could use it while in cleric stance and on WAR back when their tank stance increased their max HP and thrill of battle buff increases max HP even further. WAR & SCH had great synergy.
I dont miss stance dancing one bit. I dealt with it back during HW as a PLD main and I’m perfectly fine to never go back.
Aggro management was a party's job. Not just tanks.
One thing I'm vary glade was removed from something back in 1.0. Where char and class/job had their own lvl's. char lvl's would let you increase your stats, while class/jobs would give ya your skills/spells and each had their own level/exp table. So if you wanted to change your class from like a caster to melee dps, you would have to reset your stats (i believe it cost gil to change and was not cheap, only to increase in price each time you wanted to change jobs).
the annoying part was changing stats, otherwise it was a system that could be used to make leveling alts easier or build tank-cnj
I'm surprised the removal of Tech Points didn't make this list. Tanks and melee DPS used to have an "mp for melee" resource that capped at 1000 and could not be increased. If you were tanking, you could potentially end up locked out of your rotation by having to do a stun or overpower or something unexpectedly.
Thinking back to early runs of Temple of Qarn going badly not necessarily because of the bees killing the tank, or everyone dying to the Doom mechanic on the 2nd boss, but the tank and melees both running out of TP because they got caught by the point-blank AoE from the Bogies that dealt 300 TP damage, resulting in all the mobs eating the healer seconds later.
@@ExoditeDragon Can confirm tanks still die to bees because nobody focuses them anymore with gogo aoe brain.
Bards and machinists refusing to join statics without dragoons because no piercing debuff is a dark memory
The disabling of abilities when your level is downscaled. 100% of why I almost never run leveling roulette is that getting stuck in Copperbell Mines and having access to 3 abilities is physically painful for me. I'm sure that CBU3 has the resources and know-how to balance around retaining your abilities when downscaled, so it's really frustrating that my rotation continues to get messed up every time I'm dragged kicking and screaming into lower-level content, or that I lose abilities as a healer that I use to manage my tank's HP during W2W pulls, or etc.
Cross-class was riddled with issues and anti-design but it made leveling more fun for new players. It was fun for me to take a break from MSQ to try a new class, and then see what spell I got from it. I wish they fixed cross-class issues rather than pulling the entire system out of the game.
I was a new player long ago and I did not find the Cross-Class system fun. Only chores. These days I find the thought appealing but that’s probably because I dont have to do it.
It was in desperate need of some kind of exp share system or just having the jobs be talent trees you moved points around in instead of the obvious timegate leveling every individual job was.
I thought it was fun, maybe we could learn from our mistakes and come back to this in a more simplified version to add a cool spiff for having a drk & a rdm on the same char I played during ARR & coming back I kind of wish it was still a thing
I personally hate it. I wanted to play a ranged DPS.... why the fuck did i have to level pug? lan? why didi have to touch those jobs for inner release and blood for blood. why did melee have to get bard for hawk eye and ranging strikes. it was garbage and i'm glad they nuked it
the glamour dresser being able to be placed in player owned housing WOULD BE REALLY NICE.
DELETE FREE CURE JUST TURN CURE 1 INTO CURE 2. FREE MY SOUL FROM EVER HEARING THE CURE 1 SOUND AGAIN.
I'd like to see Materia removed entirely. Replace it with a consumable item like a cluster that lets you set the sub stats of a piece of gear. To hell with penta melding.
Or just remove fail chance.
When you entered a queue and then wanted to summon your companion you left the queue because your party changed
It honestly still kinda feels weird that stoneskin is gone
originally started during Heavensward so I'm glad people are talking about what cross-class skills used to be like
also remember that time they tried to limit physical ranged DPS by giving them that stance that put cast times on their skills in exchange for damage? the old stance system in general was weiiiird
I loved the casting ranges! :)
It was even described ingame if I remember correctly that the "casting" is an aiming action so you can hit the weakspots properly and do more damage.
But I know I am one part of an extremly small minority in that case ^^"
Was it casting like in PVP where you move slower, or casting likea Mage or Healer where you can't move
@@Yoshinator the latter. the original MCH Gauss Barrel and BRD Wanderer's Minuet used to be a stance where you got a a certain percentage increase in damage (I'm seeing 30% looking it up) but you had to stand still while your weaponskills were executing
Like Mage and Healer where moving interrupts you.@@Yoshinator
@@theangrycolossal Yeah SE got rid of it because many players back then whined about the fact they couldn't run around the whole time while shooting.
Or that they couldn't attack while dodging a mechanic. My thought was "then turn of the Minuet/Gauss Barrel while dodging and turn it back on after".
But well... they were enough players against it and/or loud enough for SE to get rid of these skills and just buffed the attacks from the jobs.
I was so glad cross-classing was removed. One detail you did not mention was that it made it 100% necessary to level the crafting classes in a very specific way. If I remember, you had to get all of them to level 15 first, then get Culinarian to level 50 next! It was the only way you could even possibly even make HQ crafted gear somewhat consistently. The change made crafting much more streamlined and you did not have to level every crafting class anymore if you did not want to.
The old Cleric Stance was absolute garbage. Which would you prefer? Take a penalty to damage but no penalty to healing, or take a penalty to healing but no penalty to damage? This choice isn't optional, you have to pick. And pick wisely because the toggle had a five second recast timer, so you were SOL if you needed to throw out some big heals but Cleric Stance was still on cooldown.
The old Cleric Stance was amazing. Black Mages could swap their INT and MND and thanks to Umbral Ice and Physick could be the sole healer in a dungeon where the healer DC'd.
Except that Black Mage didnt have access to CNJ cross class skills, only ACN and ARC skills.
@@ReverieReinheart that's weird. I swear I recall using it with Black Mage and Blizzard Physick spam. Maybe it was just Summoner.
I remember the rejoicing that happened when the belt removal announcement dropped.
I can’t wait for Xeno to react to this because he’s that’s obvious.
The next thing they should change is the inability to join a duty you signed up on because you are in a cutscene on a different job
I know! Like, you already know what class I was, so why not just automatically change it when the duty starts?
Glamour dressers. As soon as you acquire an item, it goes into the glamour pile, no storage cap, no prisms, just a "have you acquired this item before" flag that makes it eligible for glamouring. It's probably the only thing that I think WoW got right that FFXIV didn't.
I'd like the old ARR timed nodes to be more like todays, or even quicker. Those things take a FULL HOUR to come back, vs the 30 minutes of our current ones. I don't wanna be told "Come back in 50 minutes" because I realized I needed darksteel too late.
MP for jobs that don’t use it. MP for Dark Knight in general - it’s the only job that has 4 different counters, aside of Black Mage - I don’t even want to think what Enochian is about…
Message “ This head gear will not be displayed when equipped by Hrothgar or Viera characters.”
Let me play rabbit guy and not feel like I’m being fucked by company for choosing long ears!
Having to bring with me all my dyes in the inventory to apply them to gear. Not in retainer inventory or saddlebags.
Needing to go to inn to apply glam from anywhere.
Glam dresser limit.
Glam dresser in general - just allow us to register all gear as glam per character.
Job limitations for sake of glam. Just let us use whatever glam we want for the job we want!
CC solo limit for casual matches. I wanna play PVP with my friends, goddamnit!
“Unique Item” for current rings. Just let me use two augmented tomestone rings, you donkeys!
Per character purchaseable emotes and glams (these are not going away prolly, since SE are turbo greedy).
Whatever the hell is the Portrait system code. Just link portrait to your current glam, or link it like Adventurer’s Plate portrait!
Let's just say I remember when archers had to buy arrows.... And when the game punished you for earning exp and would slowly lower your exp gain to 10% if you earned more than half a level in a day...
About Cross-class, remember that Arcanist didn't had Conjurers trait for Protect, so Scholar's Protect didn't increase your magic protection iirc. Also Provoke was Gladiator skill so some Marauders didn't had it xD
What I don't miss is the accuracy stat, and the Combos that would break if you missed an attack. Such a joy to see a "Miss" appear and have to start the combo all over again. And the obligatory positionnals, with the same sentence to your combos. Such a joy when the mob/boss would suddenly turn around :P
I want them to simplify and streamline thier currency systems.
Rn we have 4 different Hunt currencies, 3 different pvp currencies, a fate currency that is only applicable to the last 2 expacs and is otherwise fused with the currency for unwanted dungeon drops.
At most each subsection of gameplay should have 2 currencies (one for on expac rewards, one for old expacs) and preferably some kind of exchange rate between them so that i can turn the 74 helmets i just exchanged for company seals into bicolor gems to buy crafting mats.
Yes to everything, but I think the conversion should only be applied from new to old types of currency; if I can stack a 80k seals and convert them into even as little as 1k gems on day 1, I basically kill the new content, which is what the devs do NOT want.
The opposite would help new players and reduce currency bloat; hell, don't make it a choice, when the new expansion releases the bicolored gems become seals, and the new thingamajig is the new hot
It doesn’t even make sense that Sharlayan and Eulmore both use Nuts. Eulmore doesn’t use Allied or Centurio seals for what I assume are obvious reasons, but Sharlayan has no such excuse. They should have gone back to Centurio Seals, with the Gleaners commissioning us through the Clan
@@MrMe917 so like how tomestones work?
@@kmeanxneth I'm not there yet (about to go against hades), but it may be
dont forget each Tribe also has their own currency's so you can add 15 more to the list.
I guess they're not features per se, but I'd like to see raid buff timers reevaluated (2-minute will always exist in some sense, but 1-minute shouldn't just be personals either), crit damage decoupled from crit chance, and maybe caster/raise tax being lessened. With so much of the game being strict body checks, clutch raises aren't what they used to be and even if they were, both RDM and SMN are already punished rotationally for having to raise, so punishing their baseline for something they don't even always do feels a bit egregious.
Materia still actively ruin my life every time I queue into something with level sync on BLM because my current set relies a ton on SpS from melds. My GCD in Dead Ends is like 2.43 or something heinous like that. I really don't understand why level sync doesn't at least sync materia down to the corresponding expansion's equivalent rather than just disabling them entirely.
i think it's because level sync is stupid, and will give your items the high amount for both substats, if certain ilevel gear was like 50crit/70det, being synced down with stronger gear gives 70crit/70det, i think anyway.
which means not having materia is a bandaid to not become way too powerful when syncing down, which is still a stupid annoyance for their clunky sync mechanics
Shit makes no sense, sounds like square enix
Great video! I've heard of most of these but the way you presented them was funny and well edited :)
Except for Artifact Sets, remove class restrictions on armor glams. There are enough universal glams that armor no longer communicates anything about what class or role someone's playing anyway.
As for actual mechanical stuff:
Remove MP costs from attack spells and balance MP as a utility and healing resource. Don't kill my damage just because I had to rectify someone else's mistake, you monsters.
Let macros and ground-targeted abilities be queued. It is a grim thing to see those raise macros and know that they've almost certainly drifted their GCD to add the text to chat.
Not sure if there's something I'd like removed, but I absolutely would welcome a way to turn off the gatherer's boon.
EDIT: They really really really need to remove freecure.
As an all-rounder: oh god PLEASE kill freecure
Or at least like. Make it so it's not this giant pit of a newbie trap!
Something you missed was the requirement of training up multiple classes in order to unlock jobs. I remember needing like 20 levels of Marauder before I could turn my Lancer into a Dragoon. I think the only reason I picked up Marauder back then was specifically for that requirement.
Found a list. Whenever you hit 30 in a class, you needed 15 in another to unlock the job. Black mage apparently needed Archer for some reason. That's weird.
Anyway, something I'd like to see is the tab targeting at least prioritizing what you're fighting over what you're not. So annoying trying to switch from one target to another and accidentally pulling something fifty feet away who was ignoring you.
I’d like to see them remove one of the ring slots. It seems unnecessary to have two slots. They only have one for earrings and that works just fine. It would also eliminate the need for duplicate rings, then some of the other armory inventories could have an increase in capacity, just like what happened with the belts.
its prob there to support glam or to choose which hand rings go on, (eg: eternity ring on right or left, or another ring joining the eternity ring ). the belts made the most sense to remove given they didnt visually appear on your character while both rings do visually appear
i hate having to get back up to change crafter class in between 2 different crafts.
Having retainers inventories being separate instead of just having a single retainer bank should be changed.
You can have a single panel with all five slots and above that each retainer's name as a second tab. This minor change would cut down on so much wasted time for casual crafters like myself so I don't have back out of a menu just to open a different menu to access the other retainer's pack where I stored some item I need to craft my grand company's daily crafting items.
I totally forgot about manual stats. It existed when I started playing, but I was focused on only one class…getting to Heavensward. By the time I switched to CNJ/WHM, it was gone.
I'd love to see 2 minute burst windows gone. Or at least like...letting jobs breathe a little more again. I understand why they did it, but I feel the execution could've been better. Maybe allowing more jobs to keep a consistent DPS regardless of burst, and some jobs to be focused entirely on said burst.
This is all a numbers and calculation game. They could definitely do it, they just chose not to because raiders said it "felt bad" that the burst only lined up at 6 mins and certain jobs had synergy with one another.
People complain about the 2 minute meta but you know for a fact that people will simply shift when burst windows are depending on whats in the party. And if someone misses that new arbitrary time, people will get pissed...people will line up buffs regardless so it's kind of a goofy thing to complain about
Surprised you didnt mention preatorium movie mode.
Its high time guildheist, or whatever that unused level 10-40 memorization mandatory mini dungeon is called, gets removed so I dont need to look at it.
Bring back cleric stance!!! Stance dancing made healing dps rotations far more engaging than 2-1-1-1-1-1-2-1-1-1-1-1-2-1-1-1-1-1
In addition to that can we have Aero 3 back or whatever a light equivalent is and aoe dots for the other healers please.
cleric stance was great and should never have been removed and I will die in this hill
The issue is not that they removed CS but made the DPS rotation too simple and unengaging. Adding Cleric Stance back to what we have now would not be an improvement but reworking damage rotations without CS would.
If CS was to make a return it should be a CD variant rather than stance since it wasn't exacly interesting to bypass or switch on/off
I’d rather they make the healing more engaging for healers. There are dps casters for those that want to dps that badly
@@zedorian6547 That should be the no1 prio. But, there is always room for periods of lower healing in fights and those will grow as players gear up, get more used to the fights and further expansions powercreep classes overall.
Healers also deserve to have some more engaging rotations for going through the MSQ. It's not one or the other. Both should be looked at.
I'd love to see dye and bait be given their own inventory tabs the way crystals currently have
i gotta say as a vet of FF14 i remember each and everyone of those systems and each one is terrible and im very glad they have been removed from the game. at this point in the game they have done so many QoL changes that most of the things that i wish are removed have been. so at the moment i cant think of anything.
It’s the keeper hymn that unlocked a memory for me…literally forgot about it
I liked cross class skills, it made sure everyone knew at least the basics of the other party members playstyle, so in theory tanks would know to keep mobs still for melee's directional attacks.
Not if I only did the class so that I could grab the specific skills and never touch the class again. Examples being both Monk and Dragoon for Warrior.
@@zedorian6547 but I assume you did play those jobs enough to understand that they had positionals, and that it was important as a warrior to keep the bosses still so that the melee jobs could do their thing properly?
@@starlightbreaker561 no. I did it because I needed the skills in order to play Warrior beyond a sponge. The cross class system did literally nothing to incentivize me caring about how the other classes did their jobs. The system itself is neat but I’m perfectly fine with it being gone.
@@zedorian6547then I feel sorry for whichever poor sods have you as a tank
@@starlightbreaker561 I do agree with you that playing other roles during ARR to pick up needed cross-class skills on my tank gave me insight into the playstyles of other jobs. Once I knew and understood what players on those jobs were looking to accomplish, it vastly improved my tanking ability.
I think that's the only real loss with the removal of the cross-class system. Fewer players touch other roles, and consequently never learn anything from a different job's perspective.
Great video! Surprised that especially as a fellow boomer healer player accuracy did not make the cut.
I kind of wish they would separate SCH from ACN and turn it into how future jobs work where after you reach a certain level on any class you can go get the job quest and level it separately. But I guess that would be at the cost of the benefit of leveling two jobs in one go.
They've actually mentioned doing this awhile back, but haven't gotten to it yet.
Since the jobs/class thing went out the window with Dark Knight, I agree they should just start at level 1 as Paladin or wm or whatever instead of the combo system. Either make them all combos or make none of them combos. It just doesn't make sense.
All I want is for Cure 1 to upgrade into Cure 2. Please stop the free Cure 2 fishing and give me the convenience of my heal being on the same button in lower level dungeons. (cries in WHM)
I would love to remove all healers who think that their only job is to "heal" other players and who think that it is "toxic" whem other players tell you to otherwise 🙏
Do you remember, that once upon a time, certain jobs required levels in TWO different classes first? Think Paladin for instance required 30 levels in Gladiator and 15 in Conjurer, BLM required THM and ACN, Scholar was ACN and CNJ, etc.
Good times. Dragon Quest X just added that with their master class system. Its been fantastic so far for us.
A few of the things that are still in the game that I (and I'm sure most others) would like to see gone:
- Direct Hit. It's just a second Crit stat.
- Melding stat caps on items. There's no real clear reason why I can't add more Crit materia to an item that already has Crit on it.
- Glamour Dresser / Armoire. Just make it a "learn the appearance, then use it forever" like how WoW does transmog.
- Gender/race locked customization and gender/race locked gear appearances. Make all voices/hairs/etc usable by anyone, and split all gender/race specific items into entirely separate items that are all gender/race neutral. I want the Elezen Male Hempen Undershirt for my Miqo'te.
- Gear / glams that take up multiple slots. They can all be easily split at points on the glam that make sense. I want the Gaia outfit arm warmers and boots for my Miqo'te, but without the rest of the outfit so I can use other glams in the chest/legs slots.
- Undyable gear. Everything should be dyable.
- An option to toggle showing hair with current head glam. I hate it how some head glams make all your hair disappear, even if it would be hanging from underneath, while others don't.
3:10 that Megamind adventurer plate is amazing
You forgot the biggest sinner - TP. It was even more of a nightmare in 1.0, but running out of a resource that didn't get exhausted beyond AoEs drove me nuts.
Remove Healer DPS next
We have lost Shadow Flare, Bane, Miasma, I don't want to see we have more stuff getting taken away...
I unironically miss protect because the shield effect showing up with the cool energy hexagonal effect appearing was really cool.
remove SMN from the magical DPS jobs and move it to phys range
You're casting sad on him :(
I still think about Mana Shift sometimes.
Role-action available to magical-ranged DPS that could transfer 20% of their MP to a party member.
Can't remember when they removed that though.
Basically all the Glamour restrictions:
- Remove the mirror, add a collection like system (like Triple Triad Card/mount/minion, you dont have to store those)
- Only be able to glamour on sanctuary areas (I hate when Im doing something in the open world and my queue pops up and my Warrior is wearing paladin gear).
- Other than Class Relic gear, just make all gear be available to everyone for glamours (There are some Scholar gear that looks like heavy plate already... just make it all available so we can pick and choose our own).
- Limited Glamour Plates, why not make it just unlimited (kinda like your different gear sets, I know there is a limit... but no one uses all the slots, AT LEAST 1 for each battle class/job and gatherer/crafting class/job. I think there is a total of 28 jobs in the game, 20 plates).
Also, lalafells
Apparently limited glamour plates is a restriction of the games engine, its also why our inventory is very limited
Personally? Tank Stances.
I mained Warrior ever since I started at the height of Heavensward, and tank stances were literally the worst. Having to swap to 1 stance to gain Emnity, but doing no damage... Oh, but you could cast a short buff to allow you to use your Meter attacks, and deal normal damage for a bit. And once you were high enough Emnity? You had to SWAP TO DPS STANCE JUST TO HURT ENEMIES. Oh, but don't forget to swap back, or else you won't gain any aggro and your team will die! God, it was such an exhausting juggle, and it was -not- worth it. A universal "Tank stance" is just so much better now.
Remove Direct Hit
The cross class thing was a holdover from 1.0 when you didn't have job stones, and you had to carefully pick what skills you wanted. If you were a magic user, there were only ether pots to restore mp unless you cross classed and unlocked sanguine arts, which restored mp equal to a percentage of damage dealt on your next spell. It made the game more customizable because sanguine arts was only useful if attached to an aoe on a massive group of mobs otherwise the amount of mp gained wouldn't amount to enough to cast another spell and you were better off picking something else. Thats the reason you have 10 action bars and an arrow to quickly cycle through them people had skill sets they used for solo, party, dungeons, and bosses.
I kinda liked cross class system. It felt like I earned these abilities. But I wasn’t a raider so I didn’t have anyone looking at me wrong for not having the right skills to the meta
Conceptually it's neat but at the same time having to level jobs you have no interest in to get abilities was a pain. I hated as a warrior having to level gladiator in order to get provoke. Additionally, I'll never get back the time I wasted getting stone skin on my scholar when they removed it later
Thank you for this trip down memory lane. One thing I'm glad they changed was the original twisters from Turn 5. If you know, you know.
Old cleric stance (toggling it on and off) was fun but annoying. If it ever came back I would hope it just increases casting time for heals when on and increased stone casting time when off.
I think the worst part of old Cleric Stance was the 5s cooldown. It was punishing and took planning, but it felt inhibiting
True, the cool down was really annoying but now we know it was because the server tickrate was terrible with the ~250ms lag built in before it was even our turn to press a button.
I never played while it was a thing but, if it was like Tank Stance now, 3 seconds I think, would it be ok?@@RinBanana
Something i think you should have mentioned, losing 25%/50% health with weakness and brink of death. Like you were just doomed to die since you're just at half health for the next 2 minutes
Not gonna lie, I want consolidated combos, kinda like what they have in PVP or what GNB has with Continuation. Especially for small combos like Storm's Eye or Warrior, it just feels like unnecessary button bloat and there isn't that big a skill difference between hitting 1,2, then 3 and just hitting 1 three times.
Also, I want Materia to occupy it's own space in my inventory separate from my inventory, kinda like what we have with element crystals. I am just sick and tired of essentially having my inventory clogged by Materia, some of which I already have a stronger version of. I would say to just gut Materia all together but then I feel like weapon stats would have to be reworked, and I'll be honest, don't really have a problem with em balance wise, just got a problem with em in my inventory.
DRG has a 5 button rotation... THAT on a single button would just be too simple imo
@@tyverus89if they remove button rotations for a combo, complexity can be added elsewhere.
@tyverus89 How so? There isn't that much of a difference between pressing 1, 2, 3, 4, then 5 vs pressing 1 five times. There isn't alot of skill in button presses, it's all mostly timing and that can still apply to a one button combo.
They need to add something to take away multi button combos, something ffxiv is traditionally bad at for better and for worse. The transformative buttons in pvp are a step in the right direction, but if they're gonna consolidate buttons, they NEED to add more combo actions or gcds with interesting effects.
maybe they can make both sides happy by giving it as a option, so you can pick do you want to use consolidated combos.
You used to have to level multiple classes to unlock a job. Bard required level 30 Archer and level 15 Pugilist, and this was back when level was _waaaaay_ slower than it is now. Actual nightmare.
Remove skill and spell speed stats. Tune and balance job rotations around one universal gcd speed. Enjoy a single bis on every job that shares a set instead of having one of them inevitably fall apart because your entire toolkit starts drifting if your gcd is off by a 0.03s from mathematically proven optimal speed.
Wokege
Casters would actually want that.