Follow TV Tropes

Following

History BrokenBase / FinalFantasyXIV

Go To

OR

Is there an issue? Send a MessageReason:
None


* Unfortunately, the game has the same problem that ''VideoGame/WorldOfWarcraft'' does in that its abilities are spread over too long a period and it's getting worse each {{expansion|Pack}}. This huge point of contention--why you see veterans and new players having completely different attitudes toward the game--really just boils down to new players experiencing everything in one go, whereas longtime players experience content bit by bit as it's released. If you're been playing since the 1.0 days or ARR's launch then you're probably a lot more fond of the game overall, having seen its growth firsthand. For what it's worth, the developers agree it's a slog: The reception towards 1.0 back in ''XIV'''s earlier days was so bad that many of the staff working on it were laid off, and Creator/SquareEnix had to make the game free to play in order to keep fans invested. Because of this, the game underwent an overhaul.
* Blue Mages, and by extension the entire concept of a Limited Job, has provided one. On one hand there are players thrilled with solo-centric Jobs being created, potentially breathing new life into old content and the open world areas and the opportunity to find new ways to break the content at the intended levels. On the other hand there are players that are angry that new Jobs they were looking forward to maining through the most current raid content at any given time may no longer have that opportunity, and dislike the concept of revisiting older content through any other means than unsynced groups that just steamroll the place for whatever may need farming, or even those who like the concept of a PurposelyOverpowered solo-centric Job but feel it's wasted in practice by locking so many of its abilities within dungeons and trials that require either massive overleveling, which hardly makes the class uniquely overpowered, or getting a party together and [[DistinctionWithoutADifference defeating the purpose of a solo-centric class]].

to:

* Unfortunately, Many of the game has the same problem that ''VideoGame/WorldOfWarcraft'' does in that its game's abilities are spread over too long a period period, and it's getting it gets worse each {{expansion|Pack}}. This huge point of contention--why is why you see veterans and new players having completely different attitudes toward the game--really just game -- it boils down to new players experiencing everything all in one go, whereas longtime players experience content bit by bit as it's released. If you're you've been playing since the 1.0 days or ARR's launch then days, you're probably a lot more fond of the game overall, having seen its growth firsthand. For what it's worth, the developers agree it's a slog: The reception towards 1.0 back in ''XIV'''s earlier days was so bad that many of the staff working on it were laid off, and Creator/SquareEnix had to make the game free to play in order to keep fans invested. Because of this, the game underwent an overhaul.
firsthand.
* Blue Mages, and by extension the entire concept of a Limited Job, has provided one. On one hand hand, there are players thrilled with solo-centric Jobs being created, potentially breathing new life into old content and the open world areas and the opportunity to find new ways to break the content at the intended levels. On the other hand there are players that are angry that new Jobs they were looking forward to maining through the most current raid content at any given time may no longer have that opportunity, and dislike the concept of revisiting older content through any other means than unsynced groups that just steamroll the place for whatever may need farming, or even those who like the concept of a PurposelyOverpowered solo-centric Job but feel it's wasted in practice by locking so many of its abilities within dungeons and trials that require either massive overleveling, which hardly makes the class uniquely overpowered, or getting a party together and [[DistinctionWithoutADifference defeating the purpose of a solo-centric class]].

Added: 877

Changed: 679

Is there an issue? Send a MessageReason:
None


* Unskippable cutscenes in Castrum Meridianum and the Praetorium have remained a touchy subject ever since their inception in patch 4.2. Both dungeons have extended cutscenes, which set up the climax of the 2.0 questline of ''A Realm Reborn''. Originally, the cutscenes were skippable, which led to a MortonsFork problem for new players since veterans would invariably skip these cutscenes. The newbies could either watch the cutscenes and miss all the boss fights, or fight the enemies but miss all of the context and story beats. And since these dungeons are the climax of 2.0, this was not an easy decision to make. Eventually, Square Enix made it so that the cutscenes in Castrum Meridianum and the Praetorium were unskippable regardless of if you'd seen them before or not, so new players didn't have to choose between the story and the gameplay. Square Enix also increased the rewards from these two dungeons to compensate for the greater time investment. Even so, players still argue about whether or not the cutscenes should be skippable again. Those in favor of skippable cutscenes say that the cutscenes aren't that gripping, and that the dungeons are really tedious when you have to stop and watch a cutscene every few minutes. Those in favor of unskippable cutscenes say that it's the climax of the 2.0 story, and it's unfair for veterans to complain about something they aren't required to do (since doing the Main Scenario roulette is optional, so you technically only have to see the cutscenes once).

to:

* Unskippable cutscenes in Castrum Meridianum and the Praetorium have remained a touchy subject ever since their inception in patch 4.2. Both dungeons have extended cutscenes, which set up the climax of the 2.0 questline of ''A Realm Reborn''. Originally, the cutscenes were skippable, which led to a MortonsFork problem for new players since veterans would invariably skip these cutscenes. The newbies could either watch the cutscenes and miss all the boss fights, or fight the enemies but miss all of the context and story beats. And since these dungeons are the climax of 2.0, this was not an easy decision to make. Eventually, Square Enix made it so that the cutscenes in Castrum Meridianum and the Praetorium were unskippable regardless of if you'd seen them before or not, so new players didn't have to choose between the story and the gameplay. Square Enix also increased the rewards from these two dungeons to compensate for the greater time investment. Even so, players still argue about whether or not the cutscenes should be skippable again. Those in favor of skippable cutscenes say that the cutscenes aren't that gripping, and that the dungeons are really tedious when you have to stop and watch a cutscene every few minutes. Those in favor of unskippable cutscenes say that it's the climax of the 2.0 story, and it's unfair for veterans to complain about something they aren't required to do (since doing the Main Scenario roulette is optional, so you technically only have to see the cutscenes once). Some players just accept unskippable cutscenes as a necessary evil so that new players can enjoy the experience. without being forced to rush just to play the game.



* The solo instance from the ''Endwalker'' quest "In From The Cold" has divided the player base cleanly in half between those who consider it ThatOneLevel and those who consider it a BestLevelEver. For context, [[spoiler:Zenos has used his echo power to transfer your soul into the body of a random Garlean soldier while Zenos possesses your body. He gives you a challenge to make your way across Garlemald in this unfamiliar and completely mediocre body to your allies before he reaches them in your body to attempt to kill them. For the instance itself, you have to sneak around the ruins of the Garlemald capital to repair a magitek mech to help blast your way through a horde of Garlean robots that you cannot take on yourself. And you do have to sneak around as all you have are rather weak gladiator skills and whatever medkits you can find to heal yourself with; you are only really capable of facing 1, maybe 2, possessed garleans at a time. Any more or getting the attention of a robot means certain death. Those who disliked the instance found it to be an extremely sudden difficulty spike that's dragged further down by the expansion's obsession with underbaked stealth mechanics. Those who enjoyed the instance found it to be a great instance of instilling tension in the player to match the Warrior of Light's, as we get to experience firsthand just how much more powerful the Warrior of Light really is than most people and how hobbled they are in a more mediocre body.]]

to:

* The solo instance from the ''Endwalker'' quest "In From The Cold" has divided the player base cleanly in half between those who consider it ThatOneLevel and those who consider it a BestLevelEver. For context, [[spoiler:Zenos has used his echo power to transfer your soul into the body of a random Garlean soldier while Zenos possesses your body. He gives you a challenge to make your way across Garlemald in this unfamiliar and completely mediocre body to your allies before he reaches them in your body to attempt to kill them. For the instance itself, you have to sneak around the ruins of the Garlemald capital to repair a magitek mech to help blast your way through a horde of Garlean robots that you cannot take on yourself. And you do have to sneak around as all you have are rather weak gladiator skills and whatever medkits you can find to heal yourself with; you are only really capable of facing 1, maybe 2, possessed garleans Garleans at a time. Any more or getting the attention of a robot means certain death. Those who disliked the instance found it to be an extremely sudden difficulty spike that's dragged further down by the expansion's obsession with underbaked stealth mechanics. Those who enjoyed the instance found it to be a great instance of instilling tension in the player to match the Warrior of Light's, as we get to experience firsthand just how much more powerful the Warrior of Light really is than most people and how hobbled they are in a more mediocre body.]]



* The Mentor system is a mixed bag among the playerbase. A Mentor is a player who has agreed to help people in the game by showing newbies the ropes, answering player questions, and generally acting as the gold standard of good player behavior. There's also the Mentor Roulette, which intentionally pairs Mentors who have done the normal and Extreme content in previous expansions with people who have been waiting the longest to queue up for something, and has its own unique rewards for doing it enough times. Those who like the Mentor system say that it gives players incentive to be nice, since you can only get it by earning enough player commendations (among other things), and that it's a good reward for players who are going out of their way to be helpful since it gives bonus EXP when paired with a newbie. There's also mounts that can't be obtained any way except doing a Mentor roulette enough times, and there's stories from players about Mentors who really were as helpful as they're supposed to be making them get hooked on the game. Those who dislike the system deride Mentors as unhelpful, rude, or even bad at the game, despite agreeing to be helpful as part of the deal. The latter group even coined the derisive nickname "Burger King crown" for Mentor icons, comparing it to something that makes people feel special without having to do anything special. There's a third group who don't mind the Mentor system in theory, but think it's flawed in practice. Mentors have to pass all of the Extreme raids from every expansion except the most recent one at any given point to open the Mentor roulette, which this group argues is a big sticking point against the system. Extreme raids are optional {{Superboss}}es which are designed to be very hard (and thus ''not'' newbie-friendly), those who queue up for Extreme raids generally do it through Party Finder instead of Duty Finder to give them more control, and most people just do older Extreme content unsynced anyways. Opinions among the playerbase vary wildly on both Mentor players and the system itself, with very little consensus on what (if anything) should be done about them.

to:

* The Mentor system is a mixed bag among the playerbase. A Mentor is a player who has agreed to help people in the game by showing newbies the ropes, answering player questions, and generally acting as the gold standard of good player behavior. There's also the Mentor Roulette, which intentionally pairs Mentors who have done the normal and Extreme content in previous expansions with people who have been waiting the longest to queue up for something, and has its own unique rewards for doing it enough times. Those who like the Mentor system say that it gives players incentive to be nice, since you can only get it by earning enough player commendations (among other things), and that it's a good reward for players who are going out of their way to be helpful since it gives bonus EXP when paired with a newbie. There's also mounts that can't be obtained any way except doing a Mentor roulette enough times, and there's stories from players about Mentors who really were as helpful as they're supposed to be making them get hooked on the game. Those who dislike the system deride Mentors as unhelpful, rude, or even bad at the game, despite agreeing to be helpful as part of the deal. The latter group even coined the derisive nickname "Burger King crown" for Mentor icons, comparing it to something that makes people feel special without having to do anything special. There's a third group who don't mind the Mentor system in theory, but think it's flawed in practice. Opinions among the playerbase vary wildly on both Mentor players and the system itself, with very little consensus on what (if anything) should be done about them.
**
Mentors have to pass all of the Extreme raids from every expansion except the most recent one at any given point to open the Mentor roulette, which this group argues is a big sticking point against the system. Extreme raids are optional {{Superboss}}es which are designed to be very hard (and thus ''not'' newbie-friendly), those who queue up for Extreme raids generally do it through Party Finder instead of Duty Finder to give them more control, and most people just do older Extreme content unsynced anyways. Opinions among Something that is quite easy to miss is that while the playerbase vary wildly on both Mentor Free Trial is being expanded over time, it has limits: the most notable in this case is that [[{{Freemium}} trial players and can't even create Party Finder parties]], restricting them to Duty Finder for Extreme duties, which tends to be the system itself, with very little consensus on what (if anything) should be done about them.leading cause behind mentors being dragged into these Extreme duties.
Is there an issue? Send a MessageReason:
None


Even a game like ''XIV'' is not immune to the franchise's tradition of split opinions, as demonstrated below.

to:

Even a [[RunningGag debate-sparkingly popular]] game like ''XIV'' is not immune to the franchise's tradition of split opinions, as demonstrated below.
Is there an issue? Send a MessageReason:
None


* The way to progress the Relics also became contientous in part of the fanbase. It's significantly easier compared to previous Relic grinds, as a player only needs to spend the second-highest-level Tomestones of any given moment to get the items needed to create the weapons. On one side, players were glad that the Manderville weapons are significantly easier to grind out compared to older Relic weapons, and like that it gives utility to the uncapped Tomestones that otherwise they wouldn't have. On the other side, some players were [[ItsEasySoItSucks miffed at how easy they are to obtain]] and/or the lack of an interesting side-mode like Eureka and Bozja, claiming that grinding Tomestones is just a lazy way to force people to do old content rather than create new content.

to:

* ** The way to progress the Relics also became contientous contentious in part of the fanbase. It's significantly easier compared to previous Relic grinds, as a player only needs to spend the second-highest-level Tomestones of any given moment to get the items needed to create the weapons. On one side, players were glad that the Manderville weapons are significantly easier to grind out compared to older Relic weapons, and like that it gives utility to the uncapped Tomestones that they otherwise they wouldn't have. On the other side, some players were [[ItsEasySoItSucks miffed at how easy they are to obtain]] and/or the lack of an interesting side-mode like Eureka and Bozja, claiming that grinding Tomestones is just a lazy way to force people to do old content rather than create new content.
Is there an issue? Send a MessageReason:
None


* Final Fantasy XIV has a feature that scales your level and item level up and down (usually the former) whenever you're put in past duties. Proponents say that this lets you experience things "as they were" so to speak since putting you in a level 60 duty will scale your items and ability this way - it helps keep higher level players from overwhelming the content. Opponents view it as an annoyance for various reasons (see its entry on [[ScrappyMechanic/FinalFantasyXIV its page]]), and think its intended purpose of experiencing the content as it was when it was current is lost due to players overwhelming it anyway as well as the fact the game is changing anyway.

to:

* Final ''Final Fantasy XIV XIV'' has a feature that scales your level and item level up and down (usually the former) whenever you're put in past duties. Proponents say that this lets you experience things "as they were" so to speak since putting you in a level 60 duty will scale your items and ability this way - it helps keep higher level players from overwhelming the content. Opponents view it as an annoyance for various reasons (see its entry on [[ScrappyMechanic/FinalFantasyXIV its page]]), and think its intended purpose of experiencing the content as it was when it was current is lost due to players overwhelming it anyway as well as the fact the game is changing anyway.
Is there an issue? Send a MessageReason:
None


* Unfortunately, the game has the same problem that ''VideoGame/WorldOfWarcraft'' does in that its abilities are spread over too long a period and it's getting worse each {{expansion|pack}}. This huge point of contention--why you see veterans and new players having completely different attitudes toward the game--really just boils down to new players experiencing everything in one go, whereas longtime players experience content bit by bit as it's released. If you're been playing since the 1.0 days or ARR's launch then you're probably a lot more fond of the game overall, having seen its growth firsthand. For what it's worth, the developers agree it's a slog: The reception towards 1.0 back in ''XIV'''s earlier days was so bad that many of the staff working on it were laid off, and Creator/SquareEnix had to make the game free to play in order to keep fans invested. Because of this, the game underwent an overhaul.

to:

* Unfortunately, the game has the same problem that ''VideoGame/WorldOfWarcraft'' does in that its abilities are spread over too long a period and it's getting worse each {{expansion|pack}}.{{expansion|Pack}}. This huge point of contention--why you see veterans and new players having completely different attitudes toward the game--really just boils down to new players experiencing everything in one go, whereas longtime players experience content bit by bit as it's released. If you're been playing since the 1.0 days or ARR's launch then you're probably a lot more fond of the game overall, having seen its growth firsthand. For what it's worth, the developers agree it's a slog: The reception towards 1.0 back in ''XIV'''s earlier days was so bad that many of the staff working on it were laid off, and Creator/SquareEnix had to make the game free to play in order to keep fans invested. Because of this, the game underwent an overhaul.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Even a game like ''XIV'' is not immune to the franchise's tradition of split opinions, as demonstrated below.
----
* Unfortunately, the game has the same problem that ''VideoGame/WorldOfWarcraft'' does in that its abilities are spread over too long a period and it's getting worse each {{expansion|pack}}. This huge point of contention--why you see veterans and new players having completely different attitudes toward the game--really just boils down to new players experiencing everything in one go, whereas longtime players experience content bit by bit as it's released. If you're been playing since the 1.0 days or ARR's launch then you're probably a lot more fond of the game overall, having seen its growth firsthand. For what it's worth, the developers agree it's a slog: The reception towards 1.0 back in ''XIV'''s earlier days was so bad that many of the staff working on it were laid off, and Creator/SquareEnix had to make the game free to play in order to keep fans invested. Because of this, the game underwent an overhaul.
* Blue Mages, and by extension the entire concept of a Limited Job, has provided one. On one hand there are players thrilled with solo-centric Jobs being created, potentially breathing new life into old content and the open world areas and the opportunity to find new ways to break the content at the intended levels. On the other hand there are players that are angry that new Jobs they were looking forward to maining through the most current raid content at any given time may no longer have that opportunity, and dislike the concept of revisiting older content through any other means than unsynced groups that just steamroll the place for whatever may need farming, or even those who like the concept of a PurposelyOverpowered solo-centric Job but feel it's wasted in practice by locking so many of its abilities within dungeons and trials that require either massive overleveling, which hardly makes the class uniquely overpowered, or getting a party together and [[DistinctionWithoutADifference defeating the purpose of a solo-centric class]].
* Unskippable cutscenes in Castrum Meridianum and the Praetorium have remained a touchy subject ever since their inception in patch 4.2. Both dungeons have extended cutscenes, which set up the climax of the 2.0 questline of ''A Realm Reborn''. Originally, the cutscenes were skippable, which led to a MortonsFork problem for new players since veterans would invariably skip these cutscenes. The newbies could either watch the cutscenes and miss all the boss fights, or fight the enemies but miss all of the context and story beats. And since these dungeons are the climax of 2.0, this was not an easy decision to make. Eventually, Square Enix made it so that the cutscenes in Castrum Meridianum and the Praetorium were unskippable regardless of if you'd seen them before or not, so new players didn't have to choose between the story and the gameplay. Square Enix also increased the rewards from these two dungeons to compensate for the greater time investment. Even so, players still argue about whether or not the cutscenes should be skippable again. Those in favor of skippable cutscenes say that the cutscenes aren't that gripping, and that the dungeons are really tedious when you have to stop and watch a cutscene every few minutes. Those in favor of unskippable cutscenes say that it's the climax of the 2.0 story, and it's unfair for veterans to complain about something they aren't required to do (since doing the Main Scenario roulette is optional, so you technically only have to see the cutscenes once).
* ''The Forbidden Lands of Eureka'' has drawn particular ire from a rather large subset of the playerbase. One side views it as a boring, uninspired slog devoid of interesting quest objectives or a purpose beyond killing trash mobs with bloated HP pools. They are especially frustrated due to the highly coveted Relic weapons being relocated into it. Meanwhile, the other side enjoys an entire instance (four in total) dedicated to spawning what are essential open world-esque boss monsters that isn't bogged down by story interruption. Furthermore, they appreciate the relic being apart of new progression content in lieu of it being used as a way to entice players back into old content as with the previous two iterations. About the only consensus reached between the two sides is that Pagos, Eureka's second instance, was poorly implemented, as it attempted to restrict the "Nortorious Monster train" people had gotten used to in Anemos, yet also didn't provide any of the interesting alternatives later stages would add.
* The Dark Knight questline is often praised for humanizing the Warrior of Light by having them grapple with their traumatic experiences while tackling themes of self-love, the limits of responsibility, and the unintended consequences of their actions. But a significant portion of players dislike how it ascribes personality traits to the Warrior that may conflict with personal headcanons and ideas for how they want to interact with the story.
* The ''Stormblood'' Paladin questlines are seen by some as even further [[SeasonalRot degredation]], others actually appreciate that it takes you back to the Gladiator's Guild. For the most part, the beginning guild(s) become a non-entity after level 30 (around the time when the player gets the job crystal) so having them be more than just mere cameos actually did help give the impression time ''does'' pass.
* The introduction of the Hrothgar race has also divided fans. Many are those who like the idea of a PantheraAwesome race (with a subset of them who are ardent ''VideoGame/FinalFantasyX'' fans being over the moon that they are essentially playable Ronso). Many are also those who were gravely disappointed at the fact that the race was included at the exclusion of male Viera. Hrothgars being gender-locked like Viera has also drawn many detractors. This particular issue mostly became moot, however, with the addition of male Viera in ''Endwalker'' and female Hrothgar coming with ''Dawntrail''. There are also those disappointed by the fact that Hrothgar and Viera are both incapable of wearing the vast majority of headgear, and that the devs have no apparent interest in fixing it considering they've gone a whole content cycle and even begun working on adding the other gender for both races while barely even acknowledging the headgear issue.
* [[spoiler:Gaius' redemption]] post-''Stormblood'', while initially very well received, has become considerably mixed in reception as of ''Shadowbringers''. Supporters were and continue to be ecstatic that [[spoiler:a beloved AntiVillain has returned to the setting in such a big way, and find his sections in the "Children of Welywrat" storyline very well written, citing that Gaius was always portrayed as a ALighterShadeOfBlack compared to other Garleans]]. Detractors claim that [[spoiler:it makes Gaius a complete KarmaHoudini, as regardless of him being an AntiVillain, he was still a firm supporter of Garlemald's brutal imperialism and was directly responsible for Ala Mhigo becoming the horrific hellhole it was in ''Stormblood'', and that while the new lore makes it easier to see him as an anti-villain, if he gets a relatively happy ending, it undermines his actions. The debate really flared up with the end of the Werlyt storyline, which saw Gaius working with the newly established government of the country he helped subjugate and the man who lost his entire family to his past actions as a Legatus explicitly forgiving him and calling him a friend albeit also sticking around to keep Gaius honest. While the game acknowledges his past and the Ala Mhigan's are implied to not fully trust him nor forgive him, it still caused a split over the idea if he was redeemed or not, and if it was deserved.]]
* Related the above, the story starting to portray Garleans as a whole in a more sympathetic and humanized way in ''Shadowbringers'' and especially ''Endwalker'' has been highly contentious. On one side, many players enjoyed seeing a deep dive into Garlean culture and examining the more fleshed out aspects of a faction that was originally one dimensionally villainous, and claim it makes sense since in ''Endwalker'', rather then dealing with high ranking Legati, you're mainly dealing with civilians and lower ranked soldiers who had no real say in Garlemald's crimes. It also helps that Jullus, one of the main focal point Garleans of the expansion, has proven [[EnsembleDarkhorse incredibly popular]]. On the other side, many players have expressed deep discomfort over how the story is suddenly asking them to sympathize with a faction that, up to this point, had been uniformly portrayed as being textbook fascists, especially after ''Stormblood'' went into great detail about just how brutally violent and oppressive Garlean conquest and occupation can be. A third faction believes that the ''execution'' was where it fell apart due to [[TheyWastedAPerfectlyGoodPlot Garlemald being reduced to only one zone]].
* The solo instance from the ''Endwalker'' quest "In From The Cold" has divided the player base cleanly in half between those who consider it ThatOneLevel and those who consider it a BestLevelEver. For context, [[spoiler:Zenos has used his echo power to transfer your soul into the body of a random Garlean soldier while Zenos possesses your body. He gives you a challenge to make your way across Garlemald in this unfamiliar and completely mediocre body to your allies before he reaches them in your body to attempt to kill them. For the instance itself, you have to sneak around the ruins of the Garlemald capital to repair a magitek mech to help blast your way through a horde of Garlean robots that you cannot take on yourself. And you do have to sneak around as all you have are rather weak gladiator skills and whatever medkits you can find to heal yourself with; you are only really capable of facing 1, maybe 2, possessed garleans at a time. Any more or getting the attention of a robot means certain death. Those who disliked the instance found it to be an extremely sudden difficulty spike that's dragged further down by the expansion's obsession with underbaked stealth mechanics. Those who enjoyed the instance found it to be a great instance of instilling tension in the player to match the Warrior of Light's, as we get to experience firsthand just how much more powerful the Warrior of Light really is than most people and how hobbled they are in a more mediocre body.]]
* The announcement that the relic weapons of ''Endwalker'' would be tied to the Hildibrand questline split the playerbase down the middle, which makes sense considering how divisive Hildibrand himself is. Those who enjoy his questlines are excited for the relic questline and excited that others will be more encouraged to do his questlines (as they are mandatory to start the relic). Those who dislike Hildibrand's brand of humor dislike that his questlines have become mandatory to access a major area of content for the expansion and that the relic questline will no doubt be like every other Hildibrand storyline.
* The way to progress the Relics also became contientous in part of the fanbase. It's significantly easier compared to previous Relic grinds, as a player only needs to spend the second-highest-level Tomestones of any given moment to get the items needed to create the weapons. On one side, players were glad that the Manderville weapons are significantly easier to grind out compared to older Relic weapons, and like that it gives utility to the uncapped Tomestones that otherwise they wouldn't have. On the other side, some players were [[ItsEasySoItSucks miffed at how easy they are to obtain]] and/or the lack of an interesting side-mode like Eureka and Bozja, claiming that grinding Tomestones is just a lazy way to force people to do old content rather than create new content.
* The Mentor system is a mixed bag among the playerbase. A Mentor is a player who has agreed to help people in the game by showing newbies the ropes, answering player questions, and generally acting as the gold standard of good player behavior. There's also the Mentor Roulette, which intentionally pairs Mentors who have done the normal and Extreme content in previous expansions with people who have been waiting the longest to queue up for something, and has its own unique rewards for doing it enough times. Those who like the Mentor system say that it gives players incentive to be nice, since you can only get it by earning enough player commendations (among other things), and that it's a good reward for players who are going out of their way to be helpful since it gives bonus EXP when paired with a newbie. There's also mounts that can't be obtained any way except doing a Mentor roulette enough times, and there's stories from players about Mentors who really were as helpful as they're supposed to be making them get hooked on the game. Those who dislike the system deride Mentors as unhelpful, rude, or even bad at the game, despite agreeing to be helpful as part of the deal. The latter group even coined the derisive nickname "Burger King crown" for Mentor icons, comparing it to something that makes people feel special without having to do anything special. There's a third group who don't mind the Mentor system in theory, but think it's flawed in practice. Mentors have to pass all of the Extreme raids from every expansion except the most recent one at any given point to open the Mentor roulette, which this group argues is a big sticking point against the system. Extreme raids are optional {{Superboss}}es which are designed to be very hard (and thus ''not'' newbie-friendly), those who queue up for Extreme raids generally do it through Party Finder instead of Duty Finder to give them more control, and most people just do older Extreme content unsynced anyways. Opinions among the playerbase vary wildly on both Mentor players and the system itself, with very little consensus on what (if anything) should be done about them.
* The game's changing of focus for boss "tells" -- indications as to what move the boss is going to use and/or where the attack will land -- is somewhat divisive. In ''A Realm Reborn'' and the majority of ''Heavensward'', most bosses used tells were just floor-markers that had several seconds of windup. Around ''Stormblood'', the focus changed to watching what the boss was casting and also what the boss itself was doing. As of ''Shadowbringers'', boss tells are often entirely visual, with the floor markers appearing when it's already too late to avoid getting hit. On one hand, it's seen by some players as an evolution of the gameplay, that it's a system the game teaches you in just the right amounts, and that it's better to make players keep their eyes on what they're doing rather than just the bottom half of the screen. Other players find the tells don't fully communicate what you have to do, requiring you to make educated guesses on how to dodge or just take the hit and learn the hard way. Combine this with server lag, client lag, netcode doing a poor job of explaining your position are compared to other players, the fact that attacks have a delay which [[GuideDangIt is not fully explained]], players who won't explain, and late-game fights to these players can be annoying. Either way, there's little overlap on how good the system of boss tells is, or what needs to be done about it.
* In general, the reception of ''Endwalker'' has been pretty split: on one end, some players consider it one of the best expansions in the game, while another part considers it mediocre or even downright bad. Commonly cited positive points are a satisfying, well-executed MSQ storyline, a well-received revamp of PVP, well-made raids, and interesting new jobs (including the first new healer added in six years), while detractors cite lackluster side content (specifically that cater to more hardcore players, such as a long relic grind), an increasing casualization of the game's systems and Job design, a plot that [[CosmicDeadline shows signs of being compressed]], and not feeling different enough from previous expansions to warrant the hype. Another, more middle-ground opinion thrown around is that while Endwalker did some things right and some of the contested side content DOES have some good ideas on display (such as the Island Sanctuary and Variant and Criterion Dungeons) they, and the expansion as a whole, didn't fulfill their potential the way these players hoped they would. This is also not going into the Post Endwalker interlude either...
* Speaking of Criterion Dungeons, pretty much everyone agreed that the rewards were not good -- especially for the HarderThanHard Savage version whose rewards barely counted as BraggingRightsReward -- which led to the content becoming abandoned quickly after release. This was due in large part to an odd combination of being too hard to be casual content done for fun, and too unrewarding to be hardcore content to be grinded out like Savage Raids. With all these factors working against it, the general playerbase has been expressing a need for fixes. What the playerbase ''is'' split on, however, is how exactly it should be fixed. A part of the playerbase say that it would only make sense for Criterion Dungeons to drop endgame level gear or at least upgrade materials for Tomestone gear - as unlike other optional content like Bozja, Eureka and Deep Dungeons, Item Level and gear DOES matter in Criterion - while another part of the playerbase fears that this would make Criterions feel "mandatory" to players to get better gear, and so they propose more casual rewards like glamour gear. With the release of the third Criterion Dungeon, Aloalo Island, a new reward was added that augments Tome weapons to 'Exquisite' versions the same level as the Savage-exclusive weapons and adds a fancy unique glow on each of them - BUT said reward is only available in the Savage mode of Criterion, which is considered by many to be ''harder'' than Savage raids and the equivalent of a mini-Ultimate, and you still need the Augmented tome weapon anyway to get the Exquisite version - which means that, unless you're waiting for the new expansion where Augmented weapons can get bought with Poetics, ''you'll still need to do Savage raids anyway to get them''. Said addition, predictably, did not go over well with a chunk of the playerbase. As an addendum, players who like Blue Mage were not particularly happy that the Exquisite version of the Blue Mage umbrella weapon is locked behind the Criterion Dungeon of Aloalo Island - AKA, content that Blue Mages currently ''can't do''.
* The "two-minute meta" unifies every class so that its strongest abilities are ready every 120 seconds, which has been a split on the gameplay side of things since ''Endwalker'' came out. In the "for" camp, these players argue that this focus on a two-minute burst makes the flow of combat easy to control by making sure everyone is using their most powerful moves when it will be the most effective. It also helps to add a bit more control and flow to the game's hardcore content, while also making the game's ever-precarious job balance much easier on the dev team by giving them something to focus on. On the "against" side, this same predictability is argued by these players as making the game too easy -- the rotation you use in this two-minute window has little to no variance, usually dependent on whether the job has randomization built in (such as a Dancer's moves getting the next one ready with a coin flip). As a result, the "against" side has complained that this focus on a two-minute burst makes high-end content boring.
* As of ''Shadowbringers'', Class/Job Quest storylines have been abandoned in favor of a combined "Role" series of quests. The players take various stances on it. Some lament their loss but acknowledge that it makes things easier for Square Enix, what with over ''20'' Jobs and counting, while others don't miss that Class Quests are gone -- different writers meant that the quality and investment in each quest could vary wildly from extremely high highs (Dark Knight being the shining example) to low lows that make them feel like mandatory slogs to get your Job Skills (Warrior and Paladin being the...opposite, to put it lightly), so condensing them down to five questlines means more time to run quality checks. On the against side, however, losing the Class Quest stories also makes some of the Jobs' power gains incredibly confusing in ways that if Class Quests had continued, they could have been explained better (with White Mage changing over from druidic earth and wind magic to purely light-aspected magic, along with Summoner's Demi-Phoenix and the level 90 Demi-Primals, as examples). A lot of people have also noted that, for the most part, ''Stormblood's'' Job Quests [[VindicatedByHistory were overall better than people criticized them for]], making it feel like the team gave up on them just before they found their groove with said quests. There's also some people who feel that the newer jobs should have a questline that spans the entire leveling experience.
* Final Fantasy XIV has a feature that scales your level and item level up and down (usually the former) whenever you're put in past duties. Proponents say that this lets you experience things "as they were" so to speak since putting you in a level 60 duty will scale your items and ability this way - it helps keep higher level players from overwhelming the content. Opponents view it as an annoyance for various reasons (see its entry on [[ScrappyMechanic/FinalFantasyXIV its page]]), and think its intended purpose of experiencing the content as it was when it was current is lost due to players overwhelming it anyway as well as the fact the game is changing anyway.

Top