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All Posts by drivendawn

All Posts by drivendawn

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Originally posted by ElRenmazuo
Originally posted by pmcubed

I judge game popularity by stream viewers.  FF14 had a ton on release.. but its hovering around 300 viewers on Twitch.

I don't know how populated the servers are, but I feel the popularity of the game is pretty low.

not to mention the 2.5 gcd lol. maybe if the game was free i'd get it.

http://ffxivrealm.com/threads/fascinating-ffxiv-population-census.8611/

Here is how populated the servers are

Wow higher then I thought. Very good news.

No problem glad we could clear it up.
Originally posted by DMKano

I remember when you couldn't buy this anywhere and digital sales were suspended.

Now that many have moved on they are giving it away.

IMO should have been a B2P game, akin to GW2.

 

I don't know your wording makes it sound bad for the game like now they have to just give it away to even get people to play and should just go free to play or something. Maybe you didn't mean it to come off that way but it does.

Originally posted by Wizardry

Two things,there is a really good side and a really bad side to this.

If Yoshi had any experience playing FFXI he would know that you do NOT need to have better gear to progress into the tougher battles.That lame trend ONLY started with Square's lamest xpacs ever with Abyssea.Before that it was about learning your enemies trends and utilizing your skills,NOT your gear,so to follow the mistakes of recent and that other devs make is a really bad idea.

The Good is really good,he is trying to consider everyone at the same time,try to keep the casual,less gear motivated players motivated and keep the challenge there as well.I still think it is a mistake to even go that route of needing gear to move up,that is the horrible Blizzard design from Wow and really ruins the game.

I can agree with this, I liked XI's way of progression. When you got to 75 it was less of a ladder progression and more of a horizontal progression. You could get new gear from new end game but they weren't better per say just different stat build.

Originally posted by ZizouX

@Sephrinx

 

Why do you assume people like what you like, or have the same opinion on what an MMO needs to focus on?  People enjoy gardening in games as much as dungeon grinding.  On what objective grounds are in a position to say what is more worthwhile than the other.

 

Both people are playing a game... a digital playground.  How they choose to spend their time is not better or worse than another activity in the game.  The previous poster that commented about "everything" being imaginary was right on point.  His post was the least "trollish" and completely hit the point home.

There no reason why you feel the activities you enjoy doing in an mmo are somehow more praise worthy and worth your time than anything else.  People have free time and they choose to use it how they see fit.

 

If anything, you should be arguing that playing video games is a waste of time, not whether your digital time is spent slaying a dragon vs. growing herbs for your alchemy craft.  You're really making a silly argument.  Each person decides what fun they have and for you to claim that one is better than the other is laughable.

 

[mod edit]

 

CAN'T WAIT FOR HOUSING!!! Go SE, make it DEEP and Rewarding!!!

Another one of those I don't like ___ so know one else should.

Originally posted by Tyroz

I agree with the OP. As of writing this my subscription is over as I found the game incredibly boring.

 

I got my Paladin to 50, with Armorer as my 50 craft, and Miner as my gathering. Only times I felt my crafting was useful was giving myself HQ gear with melds on it while leveling and even then the boost wasn't as noticeable as I'd hoped. All of it became obsolete the moment I got AF (2 of the easiest quests ever.) and started collecting DL gear, which again was piss easy to get.

The ONLY time you NEED a party is for Fates. All the way to 50 you have no need to group up with anyone.

 

I ran through multiple higher level zones as a level 10 and not once did I feel threatened, everything was designed to make you feel safe and if you did get into any trouble then sprint took care of any potential aggro.

 

No one is a bad ass in XIV. You know that moment when you grouped up with someone and you were in shock and awe of the damage they could do or how well they play? Holy shit, 1.5k damage WS! Yeah, well you get none of that in XIV. Everyone felt generic and almost NPC like to me. No e-peen on this ship. The spells and skills are pathetic. It's all a rotation, just another cheap WoW clone.

 

Everything was designed for lazy gamers. Sorry, I mean casual gamers? Dungeon Finder, quick teleport to any town on the World Map, Leve quests giving insane amount of exp for HQ hand ins (1 HQ Mythril Ingot LOL), 12k exp for 2Min fates.

 

I'm by no means a hardcore gamer, but I want at least some amount of difficulty in my games. I could really go on, but it's making me depressed that I wasted money on this WoW clone with FF slapped on the title. So I'll just end it here.

WOW really? >.> I call BS on the damage output. I know I have out damaged many people with the same gear I did and others did me as well. Whether it be because of doing your rotation better or getting more proc's to go off it ain't all about gear.

Originally posted by Foomerang

 


Originally posted by Sephrinx
As far as I am able to tell from reading the forums, my initial thoughts are still correct. This game sucks, and I knew it would.

 

 

From my experiences in the beta, I knew it was going to fail, as there are COUNTLESS issues. I am glad to see I was right. All those haters calling me a bullshitter and I don't know what I'm talking about. 

 

http://www.mmorpg.com/discussion2.cfm/thread/390163


 

Reality begs to differ; but you enjoy that little bubble you're living in :)

The only hater here is you buddy.

Originally posted by simsalabim77
Originally posted by Ikkei

It kinda makes me laugh when people claim that combat is slow because you "need to think" or something. That just isn't true for the seasoned MMO player who knows quite instinctively what to do at any given time, in my humble opinion—your mileage may vary depending on your experience with MMOs and your skill/response time as a human.

In my case, here's what I observed.

In FF14 you find yourself often waiting on something. Instant abilities are not really instant, since you can't use them while another animation is ongoing (meaning you usually can't use them halfway through the GCD or even more). Furthermore once you click on an 'instant' ability in FF14, you still have to wait for the animation to happen before that ability's effect is applied.

This results in frustrating situations like:

  • Enemy starts casting something.
  • *smashing button of instant stun ability* — why the hell doesn't it fire?!
  • *smashing more* —"still not happening… come ooooon"
  • *reason why you wanted to use the ability now moot* — "ooh gosh another interrupt that I just couldn't do"
  • *healer heals you*

It often doesn't feel like you're in control of your character. I don't like that.

In the same vein, defensive cooldowns and temporary buffs in general must be used preemptively since there's usually no way you have enough time to use them unless you planned for it. There's no such thing as a "panic button", even if there are "panic skills". That lowers the adrenaline for me, since you find yourself either correctly predicting what's next, or helplessly watching you fail, your character always one step behind what you're thinking.

Furthermore there's no customisation whatsoever: you level up 2 other classes to level 25 and 35 respectively (which is nothing but a grind of FATEs), on the same character, to pick a 5 additional skills for your main class, but everyone takes the same sub-skills for a given class since there are only so many choices. 

Overall compared to other recent MMOs, the rotations (DD) and tanking/healing is as basic as it gets. There's one way to do it well and that's usually it (which prompts my earlier saying that there's not much to think about once you know your class well). It's a basic 3-step combo (press 1, 2, 3, rinse and repeat) for most classes. Granted, some have more interesting rotations (Black Mage, the primary caster; Monk, a melee class; Dragoon, another melee class; and Bard, a ranged bow-wielder), but it's nothing particularly better than other games.

Beyond this intended gameplay, there's the matter of server live-state latency with the client (see this post for a more comprehensive take on the matter). This results in your buffs sometimes not being registered in time, even if they were on your screen (you're always one step behind the server which runs the live-state, unlike most MMO), even bugs where activating several buffs too quickly will result in them going on cooldown but the effect not applying. 

Which brings us to the "memory game". Since your client is always a bit behind what's really happening in the game (server-side, pretty much all of it), in a way which is therefore aggravated by your internet latency to the server (ping), coupled with a positional check that only happens every .3 seconds (which is quite slow and is also aggravated by your ping, meaning you can easily reach .5s if you don't live close enough to the Canadian datacenter), the only way to clear the hardest encounters, which feature many OHKO (One-Hit Knock-Out) mechanics such as AoEs, is to memorise exactly the boss rotation. Bosses in FF14 usually don't do random stuff, they perform the exact same skills all the time, in the same exact order. This is how people in farm mode kill them quite easily, and actually manage to kill them in the first place. It's a memory game, much more than a reaction-based game, and it's obviously aggravated by the slow GCD.

If you think about it though, it does form a quite coherent whole, wherein you memorise stuff, then anticipate your own actions. If you happen to like that, it's arguable that the flow is nicely crafted. However that means little improvisation on your part, very generic encounters once you know them, since it's always more of the exact same.

The grind therefore gets quite tedious, as far as I'm concerned. Each boss, each dungeon, each raid is always exactly the same once you've mastered it. Down to trash mobs, you just know that this mob is going to do 'cone AoE', then hit twice, then 'cone AoE' again, and so on for each single mob and boss in most of the game. I've observed variations, sometimes, in lower level dungeons, but it's far from being an engaging enemy AI to me. Even WoW, which is a reference but certainly not a world of surprises, is much more dynamic and able to throw you off your game, in my personal experience (MoP). This especially shows in late-game encounters, where farming raids in WoW was fun for a much longer time than in FF14, if only because things get less predictable. I've cleared up to Coil T2, tried on T4, and thus can't really comment on T5 (the 4th and last raid boss of the game so far) since I haven't tried it before I left.

Initially when I tried this game in beta, I really enjoyed combat (level was limited to 20). I found it dynamic enough even with the slow GCD, and animations/effects are really beautiful (that's FF for you). But it gets old once you try to dig into a more complex perspective—or rather lack thereof. As time went by into release, reaching max level, I really found it less and less interesting.

Along with their network model, it's a reason why I left the game and don't really plan on going back, unless they drastically improve the responsiveness (don't know how unless they pour millions more into their code/architecture and take many months to achieve it), and revamp the class design to allow for more combat variety with each class, and more customisation.

It looks like I'm trashing the game but most of this is factual, I've tried to say when it was opinion. Admittedly, some players are enjoying combat in this game, but given the sheer fandom that surrounds Final Fantasy, I can't help but wonder how many of these players do actually really like this game's mechanics (should they appear in another game not called FF and without the lore, music and graphics of that franchise). As in, 'bias of confirmation', "It's FF thus it's great" (especially those who stuck with 1.0 even though it was universally admitted that it was just an awfully designed game). I do find puzzling the level of white-knight-ing when one tries to criticise this game; there's something just off about that. Compared to more obscure IPs, I mean.

To conclude, please don't take this as "the truth", because it's not, it's just my take—and please don't attack me for it. I would still recommend buying this game if you like FF and want to spend a month leveling and grinding some endgame stuff ($30 isn't that much for that, arguably). However, I'd cautious you against imagining that you're going to want to stick with it for a long time, because it might just not be true. Granted also, with more patches, and as I said, a good overhaul of some lacking designs and especially their netcode (which won't bother you much until you reach endgame), it could become a very good game. Right now combat and class design are not worth more than 5/10 for me however, compared to other MMOs. Probably less, actually. 

 

This is an excellent post. You've pretty much nailed it. 

Don't worry I don't and your right it's not.

December 17th
Originally posted by sumnayin

Thanks for the link.

 

I have to add that for a large number of the population, the content added in this patch will be doable in 1 day.

 

I am already bored with the game and feel most people are hanging on with hope, this will not bring it and it will be another 3 months(minimum) for new content. 

The real kicker for me is that I have no need to do any of the new content because I can buy everything except a weapon with mythology, and I just need to buy  a titan run and use mythology to buy my relic +1.

But why would you do that rather than experience the content for yourself? Let the people that want to cheapen their own progression through the game do that. No one is forcing you to.

Originally posted by DMKano

Its very strange that they are adding content and gear below what is already attainable.

Wait til March patch I guess.

 

Well, some people aren't at endgame yet and do not have item level 70 gear. In addition, there are plenty of people leveling other classes and new folks coming into the game as well. 

Originally posted by Foomerang

 


Originally posted by Cymdai

Originally posted by Foomerang  

Originally posted by Cymdai Rather than re-post everything that's said (if you notice a lot of the topics on this board about how it isn't interesting/fun anymore) in this topic, bumping it seems easier.   Games don't fail overnight, either. Even Auto Assault took a long time to fail.
  So you admit that this has all been said before in multiple threads. But you feel it needs to be brought up again in a way which involves the least amount of effort....seriously? why.
I can't tell if you misunderstood how I wrote it, or just don't understand what I was saying.

 

This topic has a lot of good discussion from both sides. Rather than re-tread on old discussion, why wouldn't you just bump a thread and let people read through it? 

Would you rather there be 20 topics, each individually discussing a flaw (the hacks, the latency issues, the lack of character customization, etc), or just have it all summed in one topic. It doesn't seem like rocket science to me...



I guess I don't understand what else there is to talk about with these issues you are having.

 

"I think this game lacks longevity and here's why...."
two months later
"Yep, I still think that..."

Seems pointless to me. Unless you enjoy being negative. Why would you want to rehash negativity?

There are tons of these people it seems on the MMORPG forums in general. I don't get it either.

To me the story was pretty damn good a little slow to start but much deeper and better written than most MMO's.
Originally posted by Cymdai

Rather than re-post everything that's said (if you notice a lot of the topics on this board about how it isn't interesting/fun anymore) in this topic, bumping it seems easier.

Games don't fail overnight, either. Even Auto Assault took a long time to fail.

Oh yes nice necro. Do you play XIV anymore? 

Originally posted by TangentPoint
Originally posted by thecapitaine
I'll admit it's hard to take someone's opinion seriously when they're so profoundly negative about nearly every aspect of a solid game.  On the strength of the game's armory system, crafting, art and animation, and polish alone the game sets itself up as being decent.  I didn't play past my free month but that had more to do with the shaky launch and a sub fee that didn't feel justified than it being a shoddy game.  Maybe it's just that I've played MMOs that were a lot worse than FFXIV.

No less difficult than it is to take people who are overly positive about everything, and completely dismiss or ignore anything that actually deserves criticism, which is how a large portion of this game's fan-base is.

Yet, I don't see anyone calling those people out.

The double-standards in this game's community are amazing to watch play out.

I see people on both sides with bad behavior so I don't see the double standard here.

Originally posted by Stratagos
Originally posted by drivendawn
Originally posted by Stratagos
Originally posted by Ikkei

It kinda makes me laugh when people claim that combat is slow because you "need to think" or something. That just isn't true for the seasoned MMO player who knows quite instinctively what to do at any given time, in my humble opinion—your mileage may vary depending on your experience with MMOs and your skill/response time as a human.

In my case, here's what I observed.

In FF14 you find yourself often waiting on something. Instant abilities are not really instant, since you can't use them while another animation is ongoing (meaning you usually can't use them halfway through the GCD or even more). Furthermore once you click on an 'instant' ability in FF14, you still have to wait for the animation to happen before that ability's effect is applied.

This results in frustrating situations like:

  • Enemy starts casting something.
  • *smashing button of instant stun ability* — why the hell doesn't it fire?!
  • *smashing more* —"still not happening… come ooooon"
  • *reason why you wanted to use the ability now moot* — "ooh gosh another interrupt that I just couldn't do"
  • *healer heals you*

It often doesn't feel like you're in control of your character. I don't like that.

In the same vein, defensive cooldowns and temporary buffs in general must be used preemptively since there's usually no way you have enough time to use them unless you planned for it. There's no such thing as a "panic button", even if there are "panic skills". That lowers the adrenaline for me, since you find yourself either correctly predicting what's next, or helplessly watching you fail, your character always one step behind what you're thinking.

Furthermore there's no customisation whatsoever: you level up 2 other classes to level 25 and 35 respectively (which is nothing but a grind of FATEs), on the same character, to pick a 5 additional skills for your main class, but everyone takes the same sub-skills for a given class since there are only so many choices. 

Overall compared to other recent MMOs, the rotations (DD) and tanking/healing is as basic as it gets. There's one way to do it well and that's usually it (which prompts my earlier saying that there's not much to think about once you know your class well). It's a basic 3-step combo (press 1, 2, 3, rinse and repeat) for most classes. Granted, some have more interesting rotations (Black Mage, the primary caster; Monk, a melee class; Dragoon, another melee class; and Bard, a ranged bow-wielder), but it's nothing particularly better than other games.

Beyond this intended gameplay, there's the matter of server live-state latency with the client (see this post for a more comprehensive take on the matter). This results in your buffs sometimes not being registered in time, even if they were on your screen (you're always one step behind the server which runs the live-state, unlike most MMO), even bugs where activating several buffs too quickly will result in them going on cooldown but the effect not applying. 

Which brings us to the "memory game". Since your client is always a bit behind what's really happening in the game (server-side, pretty much all of it), in a way which is therefore aggravated by your internet latency to the server (ping), coupled with a positional check that only happens every .3 seconds (which is quite slow and is also aggravated by your ping, meaning you can easily reach .5s if you don't live close enough to the Canadian datacenter), the only way to clear the hardest encounters, which feature many OHKO (One-Hit Knock-Out) mechanics such as AoEs, is to memorise exactly the boss rotation. Bosses in FF14 usually don't do random stuff, they perform the exact same skills all the time, in the same exact order. This is how people in farm mode kill them quite easily, and actually manage to kill them in the first place. It's a memory game, much more than a reaction-based game, and it's obviously aggravated by the slow GCD.

If you think about it though, it does form a quite coherent whole, wherein you memorise stuff, then anticipate your own actions. If you happen to like that, it's arguable that the flow is nicely crafted. However that means little improvisation on your part, very generic encounters once you know them, since it's always more of the exact same.

The grind therefore gets quite tedious, as far as I'm concerned. Each boss, each dungeon, each raid is always exactly the same once you've mastered it. Down to trash mobs, you just know that this mob is going to do 'cone AoE', then hit twice, then 'cone AoE' again, and so on for each single mob and boss in most of the game. I've observed variations, sometimes, in lower level dungeons, but it's far from being an engaging enemy AI to me. Even WoW, which is a reference but certainly not a world of surprises, is much more dynamic and able to throw you off your game, in my personal experience (MoP). This especially shows in late-game encounters, where farming raids in WoW was fun for a much longer time than in FF14, if only because things get less predictable. I've cleared up to Coil T2, tried on T4, and thus can't really comment on T5 (the 4th and last raid boss of the game so far) since I haven't tried it before I left.

Initially when I tried this game in beta, I really enjoyed combat (level was limited to 20). I found it dynamic enough even with the slow GCD, and animations/effects are really beautiful (that's FF for you). But it gets old once you try to dig into a more complex perspective—or rather lack thereof. As time went by into release, reaching max level, I really found it less and less interesting.

Along with their network model, it's a reason why I left the game and don't really plan on going back, unless they drastically improve the responsiveness (don't know how unless they pour millions more into their code/architecture and take many months to achieve it), and revamp the class design to allow for more combat variety with each class, and more customisation.

It looks like I'm trashing the game but most of this is factual, I've tried to say when it was opinion. Admittedly, some players are enjoying combat in this game, but given the sheer fandom that surrounds Final Fantasy, I can't help but wonder how many of these players do actually really like this game's mechanics (should they appear in another game not called FF and without the lore, music and graphics of that franchise). As in, 'bias of confirmation', "It's FF thus it's great" (especially those who stuck with 1.0 even though it was universally admitted that it was just an awfully designed game). I do find puzzling the level of white-knight-ing when one tries to criticise this game; there's something just off about that. Compared to more obscure IPs, I mean.

To conclude, please don't take this as "the truth", because it's not, it's just my take—and please don't attack me for it. I would still recommend buying this game if you like FF and want to spend a month leveling and grinding some endgame stuff ($30 isn't that much for that, arguably). However, I'd cautious you against imagining that you're going to want to stick with it for a long time, because it might just not be true. Granted also, with more patches, and as I said, a good overhaul of some lacking designs and especially their netcode (which won't bother you much until you reach endgame), it could become a very good game. Right now combat and class design are not worth more than 5/10 for me however, compared to other MMOs. Probably less, actually. 

Seriously thinking about buying FF14:ARR, but this post is also seriously making me reconsider.

I would suggest finding out for yourself.

Too expensive to find out I don't like the game.  The speed of the combat sounds fine, it's the endgame mechanics of memorizing fights, rather than reacting to situations, that is keeping me from diving in.

Yes you will have to memorize mechanics in fights but believe me they aren't easy mode, good luck doing things like titan hard mode with a pickup. But hey if you like pure tank and spank games you won't like this.

Originally posted by Stratagos
Originally posted by Ikkei

It kinda makes me laugh when people claim that combat is slow because you "need to think" or something. That just isn't true for the seasoned MMO player who knows quite instinctively what to do at any given time, in my humble opinion—your mileage may vary depending on your experience with MMOs and your skill/response time as a human.

In my case, here's what I observed.

In FF14 you find yourself often waiting on something. Instant abilities are not really instant, since you can't use them while another animation is ongoing (meaning you usually can't use them halfway through the GCD or even more). Furthermore once you click on an 'instant' ability in FF14, you still have to wait for the animation to happen before that ability's effect is applied.

This results in frustrating situations like:

  • Enemy starts casting something.
  • *smashing button of instant stun ability* — why the hell doesn't it fire?!
  • *smashing more* —"still not happening… come ooooon"
  • *reason why you wanted to use the ability now moot* — "ooh gosh another interrupt that I just couldn't do"
  • *healer heals you*

It often doesn't feel like you're in control of your character. I don't like that.

In the same vein, defensive cooldowns and temporary buffs in general must be used preemptively since there's usually no way you have enough time to use them unless you planned for it. There's no such thing as a "panic button", even if there are "panic skills". That lowers the adrenaline for me, since you find yourself either correctly predicting what's next, or helplessly watching you fail, your character always one step behind what you're thinking.

Furthermore there's no customisation whatsoever: you level up 2 other classes to level 25 and 35 respectively (which is nothing but a grind of FATEs), on the same character, to pick a 5 additional skills for your main class, but everyone takes the same sub-skills for a given class since there are only so many choices. 

Overall compared to other recent MMOs, the rotations (DD) and tanking/healing is as basic as it gets. There's one way to do it well and that's usually it (which prompts my earlier saying that there's not much to think about once you know your class well). It's a basic 3-step combo (press 1, 2, 3, rinse and repeat) for most classes. Granted, some have more interesting rotations (Black Mage, the primary caster; Monk, a melee class; Dragoon, another melee class; and Bard, a ranged bow-wielder), but it's nothing particularly better than other games.

Beyond this intended gameplay, there's the matter of server live-state latency with the client (see this post for a more comprehensive take on the matter). This results in your buffs sometimes not being registered in time, even if they were on your screen (you're always one step behind the server which runs the live-state, unlike most MMO), even bugs where activating several buffs too quickly will result in them going on cooldown but the effect not applying. 

Which brings us to the "memory game". Since your client is always a bit behind what's really happening in the game (server-side, pretty much all of it), in a way which is therefore aggravated by your internet latency to the server (ping), coupled with a positional check that only happens every .3 seconds (which is quite slow and is also aggravated by your ping, meaning you can easily reach .5s if you don't live close enough to the Canadian datacenter), the only way to clear the hardest encounters, which feature many OHKO (One-Hit Knock-Out) mechanics such as AoEs, is to memorise exactly the boss rotation. Bosses in FF14 usually don't do random stuff, they perform the exact same skills all the time, in the same exact order. This is how people in farm mode kill them quite easily, and actually manage to kill them in the first place. It's a memory game, much more than a reaction-based game, and it's obviously aggravated by the slow GCD.

If you think about it though, it does form a quite coherent whole, wherein you memorise stuff, then anticipate your own actions. If you happen to like that, it's arguable that the flow is nicely crafted. However that means little improvisation on your part, very generic encounters once you know them, since it's always more of the exact same.

The grind therefore gets quite tedious, as far as I'm concerned. Each boss, each dungeon, each raid is always exactly the same once you've mastered it. Down to trash mobs, you just know that this mob is going to do 'cone AoE', then hit twice, then 'cone AoE' again, and so on for each single mob and boss in most of the game. I've observed variations, sometimes, in lower level dungeons, but it's far from being an engaging enemy AI to me. Even WoW, which is a reference but certainly not a world of surprises, is much more dynamic and able to throw you off your game, in my personal experience (MoP). This especially shows in late-game encounters, where farming raids in WoW was fun for a much longer time than in FF14, if only because things get less predictable. I've cleared up to Coil T2, tried on T4, and thus can't really comment on T5 (the 4th and last raid boss of the game so far) since I haven't tried it before I left.

Initially when I tried this game in beta, I really enjoyed combat (level was limited to 20). I found it dynamic enough even with the slow GCD, and animations/effects are really beautiful (that's FF for you). But it gets old once you try to dig into a more complex perspective—or rather lack thereof. As time went by into release, reaching max level, I really found it less and less interesting.

Along with their network model, it's a reason why I left the game and don't really plan on going back, unless they drastically improve the responsiveness (don't know how unless they pour millions more into their code/architecture and take many months to achieve it), and revamp the class design to allow for more combat variety with each class, and more customisation.

It looks like I'm trashing the game but most of this is factual, I've tried to say when it was opinion. Admittedly, some players are enjoying combat in this game, but given the sheer fandom that surrounds Final Fantasy, I can't help but wonder how many of these players do actually really like this game's mechanics (should they appear in another game not called FF and without the lore, music and graphics of that franchise). As in, 'bias of confirmation', "It's FF thus it's great" (especially those who stuck with 1.0 even though it was universally admitted that it was just an awfully designed game). I do find puzzling the level of white-knight-ing when one tries to criticise this game; there's something just off about that. Compared to more obscure IPs, I mean.

To conclude, please don't take this as "the truth", because it's not, it's just my take—and please don't attack me for it. I would still recommend buying this game if you like FF and want to spend a month leveling and grinding some endgame stuff ($30 isn't that much for that, arguably). However, I'd cautious you against imagining that you're going to want to stick with it for a long time, because it might just not be true. Granted also, with more patches, and as I said, a good overhaul of some lacking designs and especially their netcode (which won't bother you much until you reach endgame), it could become a very good game. Right now combat and class design are not worth more than 5/10 for me however, compared to other MMOs. Probably less, actually. 

Seriously thinking about buying FF14:ARR, but this post is also seriously making me reconsider.

I would suggest finding out for yourself.

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