History YMMV / FinalFantasyXIV

16th Nov '16 10:17:44 PM Fynlar
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** Cross-classing skills tends to be very set in stone due to the incredible practicality of the skills. Melee will always want inner release and blood for blood, marauders can use (and due to the existence of tanks swaps, 100% ''need'') [[PracticalTaunt provoke]], casters always need raging strikes, quelling strikes, and swiftcast, and healers need eye for an eye, protect, stoneskin and swiftcast. The Jobs are practically railroaded into this as they have far less options to begin with.

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** Cross-classing skills tends to be very set in stone due to the incredible practicality of the skills. Melee classes will always want inner release Inner Release and blood Blood for blood, Blood, marauders can use (and due to the existence of tanks swaps, 100% ''need'') [[PracticalTaunt provoke]], Provoke]], casters always need raging strikes, quelling strikes, Raging Strikes, Quelling Strikes, and swiftcast, Swiftcast, and healers need eye Eye for an eye, protect, stoneskin Eye, Protect, Stoneskin, and swiftcast. Swiftcast. The Jobs jobs are practically railroaded into this as they have far less options to begin with.



** [[https://www.youtube.com/watch?v=ULRTwOMwLoA FORWARD AND BACK AND THEN FORWARD AND BACK AND THEN GO FORWARD AND BACK AND GO ONE FOOT FORWARD]]

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** [[https://www.youtube.com/watch?v=ULRTwOMwLoA FORWARD AND BACK AND THEN FORWARD AND BACK AND THEN GO FORWARD AND BACK AND GO PUT ONE FOOT FORWARD]]



** Papashan, the Ul'danian rail-yard overseer [[spoiler:and semi-but-not-really-retired Master Sultansworn]] is also fairly popular with both fans of Ul'dah and of lalafells, due to his status as a ReasonableAuthorityFigure, the surrogate-fatherly way he helps and treats Lady Lilira ([[spoiler:AKA Sultana Nanamo]]), and [[spoiler:for being the baddest-assed lalafell Paladin in canon, and perhaps baddest lala ''period'', who isn't a player]].

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** Papashan, the Ul'danian rail-yard overseer [[spoiler:and semi-but-not-really-retired Master Sultansworn]] is also fairly popular with both fans of Ul'dah and of lalafells, Lalafells, due to his status as a ReasonableAuthorityFigure, the surrogate-fatherly way he helps and treats Lady Lilira ([[spoiler:AKA Sultana Nanamo]]), and [[spoiler:for being the baddest-assed lalafell Paladin in canon, and perhaps baddest lala ''period'', who isn't a player]].



** Moenbryda gained quite a bit of popularity when she was introduced in patch 2.4. Fans instantly warmed up to her for having an outgoing personality to shake up the dynamic that the Scions have, being very book smart, and wielding a giant axe. [[spoiler:Sadly, Moenbryda was killed off in patch 2.5 after performing a HeroicSacrifice to help the player character kill one of the Ascians. While her death boosted her popularity further, many thought that she was discarded way too early, and that with only 2 patchs and a couple cutscenes she had little room to develop as a character. The fact that she was the only strong female character of the Scions (especially compared to [[NeutralFemale Minfilia]]) left many people wishing she stayed longer.]]
** Lord Haurchefant is quickly growing very popular with the fanbase. Not only is he one of the first Isgardians who isn't completely hostile to you just for being an outsider, he nearly worships the ground you walk on and helps soften the city-state towards opening their gates to outsiders. And of course, in the wake of a horrific WhamEpisode that left Alphinaud, Tataru, and potentially the PC in a HeroicBSOD, he offers you shelter and to turn away anyone hunting you, offering encouragement to help you cheer up and stating he fully intends to be by your side when you take retribution. [[ArsonMurderAndJaywalking Plus he brings you cocoa!]] [[spoiler: [[SacrificialLion And then he dies in your character's arms at the end of The Vault...]]Needless to say, many a tear was shed.]]

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** Moenbryda gained quite a bit of popularity when she was introduced in patch 2.4. Fans instantly warmed up to her for having an outgoing personality to shake up the dynamic that the Scions have, being very book smart, and wielding a giant axe. [[spoiler:Sadly, Moenbryda was killed off in patch 2.5 after performing a HeroicSacrifice to help the player character kill one of the Ascians. While her death boosted her popularity further, many thought that she was discarded way too early, and that with only 2 patchs two patches and a couple cutscenes she had little room to develop as a character. The fact that she was the only strong female character of the Scions (especially compared to [[NeutralFemale Minfilia]]) left many people wishing she stayed longer.]]
** Lord Haurchefant is quickly growing very popular with the fanbase. Not only is he one of the first Isgardians Ishgardians who isn't completely hostile to you just for being an outsider, he nearly worships the ground you walk on and helps soften the city-state towards opening their gates to outsiders. And of course, in the wake of a horrific WhamEpisode that left Alphinaud, Tataru, and potentially the PC in a HeroicBSOD, he offers you shelter and to turn away anyone hunting you, offering encouragement to help you cheer up and stating he fully intends to be by your side when you take retribution. [[ArsonMurderAndJaywalking Plus he brings you cocoa!]] [[spoiler: [[SacrificialLion And then he dies in your character's arms at the end of The Vault...]]Needless to say, many a tear was shed.]]



** Slightly altering every ''FFXI ''race and giving them new names doesn't stop many fans from calling them Elvaan, Tarutaru, Mithra and Galka. Though at this point, the game is ''so'' damn popular and has brought ''so'' many new players to the "Final Fantasy MMO scene" that a number of new players [[{{Irony}} call the cat people in XI "Mi'qote" and the small folk "Lalas"]], which naturally drives XI veterans ''nutso''.

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** Slightly altering every ''FFXI ''race and giving them new names doesn't stop many fans from calling them Hume, Elvaan, Tarutaru, Mithra and Galka. Though at this point, the game is ''so'' damn popular and has brought ''so'' many new players to the "Final Fantasy MMO scene" that a number of new players [[{{Irony}} call the cat people in XI "Mi'qote" and the small folk "Lalas"]], which naturally drives XI veterans ''nutso''.



** [=LOLDragoon=]. Dragoons are infamous for constantly dying to avoidable damage. Their Jump has an animation lock, so if they time it poorly, then Jump will leave them in range of an AOE attack. Square-Enix created an 8-bit version of the Titan EX fight. In the fight, the Dragoon dies almost immediately. Even SE has embraced the [=LOLDRG=] meme.

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** [=LOLDragoon=]. Dragoons are infamous for constantly dying to avoidable damage. Their Jump has an animation lock, so if they time it poorly, then Jump will leave them in range of an AOE attack.attack they won't be able to dodge. Square-Enix created an 8-bit version of the Titan EX fight. In the fight, the Dragoon dies almost immediately. Even SE has embraced the [=LOLDRG=] meme.



** Before unsynched duties were a thing, the strategy of farming T2 and ignoring mechanics by waiting 10 minutes for the (easy to outheal) enrage was called "Allagan Rave" because of all the blasting lights and waves the boss shot out while enraged.
** Bard Mode for the Minstrel's Balled trials (a pun on bard, referring to the minstrel, and hard mode, as this is the Hard/Extreme mode difficulty the Final Bosses).

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** Before unsynched unsynced duties were a thing, the strategy of farming T2 and ignoring mechanics by waiting 10 minutes for the (easy to outheal) enrage was called "Allagan Rave" because of all the blasting lights and waves the boss shot out while enraged.
** Bard Mode for the Minstrel's Balled Ballad trials (a pun on bard, referring to the minstrel, and hard mode, as this is the Hard/Extreme mode difficulty the Final Bosses).



** The Weeping City of Mhach, for its sharp difficulty, has been dubbed the ''Wiping'' City of Mhach. ("Wiping" being a slang term for a TotalPartyKill).

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** The Weeping City of Mhach, for its sharp difficulty, difficulty increase compared to its Void Ark predecessor, has been dubbed the ''Wiping'' City of Mhach. ("Wiping" being a slang term for a TotalPartyKill).



** Palace of the Dead had already gone off the rails a day after the patch went live. In order to get the new weapons associated with the palace, you have to grind both your armor and your weapon to a stat of +30 and the only way to strengthen the gear is to open silver coffers. The stronger the gear gets, the further down the dungeon you have to go just to be able to get a shot at increasing your gear's strength. Because beating the final boss on floor 50 means starting over at floor 1 next time you play, people have either purposely got the party killed in the final boss fight, leave the dungeon, or ask to be kicked out since your gear's progression isn't tied to your character's progression in the dungeon. Ergo, people can keep resetting to floor 41 over and over to grind for the silver coffers without starting over. Naturally, this is not sitting well for people who just want to play through the dungeon and are being paired up with others trying to exploit the system. A patch later on guaranteed a +1 to arm and armor when completing floor 50 and another patch boosted the frequency of silver coffers while also increasing the odds of them boosting your gear.

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** Palace of the Dead had already gone off the rails a day after the patch went live. In order to get the new weapons associated with the palace, you have to grind both your armor and your weapon to a stat of +30 and the only way to strengthen the gear is to open silver coffers. The stronger the gear gets, the further down the dungeon you have to go just to be able to get a shot at increasing your gear's strength. Because beating the final boss on floor 50 means starting over at floor 1 next time you play, people have either purposely got the party killed in the final boss fight, leave the dungeon, or ask to be kicked out since your gear's progression isn't tied to your character's progression in the dungeon. Ergo, people can keep resetting to floor 41 over and over to grind try for a run with better luck at the silver coffers without starting over. Naturally, this is not sitting well for people who just want to play through the dungeon and are being paired up with others trying to exploit the system. A patch later on guaranteed a +1 to arm and armor when completing floor 50 and another patch boosted the frequency of silver coffers while also increasing the odds of them boosting your gear.



** Invoked for certain levehests. Your target enemies will always spawn near naturally spawning enemies, but there can also be enemies that spawn during your quest specifically to slow you down by forcing you to dispatch them and they don't appear outside of the quests.

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** Invoked for certain levehests. levequests. Your target enemies will always spawn near naturally spawning enemies, but there can also be enemies that spawn during your quest specifically to slow you down by forcing you to either dispatch them or deal with their attacks (or run away to cause them to deaggro) and they don't appear outside of the quests.



** Any giant toad monster. They aren't terribly dangerous, but the monsters always have a nasty Sticky Tongue ability that lets them drag you towards them so you are in their melee range. This gets more annoying when you're just passing through an area and you get yanked towards the monster.
** Any enemy that has the Stoneskin spell, which blocks up to 10% of damage to the user equal to their maximum HP. Enemies with Stoneskin will drag the battle out since you have to break their invincible barrier before you can damage them again and it gets a lot worse if you fight boss enemies in a FATE since they have absurdly high amounts of HP.

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** Any giant toad monster. They aren't terribly dangerous, but the monsters always they have a nasty Sticky Tongue ability that lets them drag you towards them so you are in their melee range, and they'll always use it immediately if you aggro them outside of melee range. This gets more annoying when you're just passing through an area and you get yanked towards the monster.
** Any enemy that has the Stoneskin spell, which blocks up to 10% of damage to the user equal to their maximum HP. Enemies It isn't *that* significant of a shield for players, but enemies tend to have a lot more HP, and ones with Stoneskin will drag the battle out since you have to break their invincible barrier before you can damage them again and it again. It gets a lot worse if you fight boss enemies in a FATE since they have absurdly high amounts of HP.HP. Monks have an attack with a Dispel effect that is capable of removing it, but that counts on both having a Monk present and them being situationally aware enough to make use of it.



** Bees. Dear gods, bees. Many of the bee types in dungeons will, if not killed fast enough, use Final Sting - a suicide attack that is capable of one-shotting a tank. It can be stunlocked, thankfully, but all it takes is one bee that nobody's watching...
** Mimics in the Palace of the Dead. They aren't terribly difficult to kill, but they can spawn randomly from any coffer you try to open and they have a hefty amount of HP. One annoying attack they have is Infatuate, which targets a random player and inflicts the Pox status. Pox prevents auto regeneration, lowers damage dealt, and constantly causes poison-like damage over time for ''10 minutes''. Not even dying will remove the status. The only way to remove Pox is with a specific item only found in the dungeon. Mimics can be stunned easily, but on floors 41 to 50, they become immune to being stunned. Luckily, the witching item can transform them into a helpless animal so that they can't use Infatuate and using the rage item lets you OneHitKill them, but that's assuming you were lucky enough to have those items on hand.

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** Bees. Dear gods, bees. Many They have a notorious reputation in FFXI and it's no different here -- many of the bee types in dungeons will, if not killed fast enough, use Final Sting - Sting: a suicide attack that is capable deals 80% of one-shotting the target's *maximum* HP in damage, meaning a tank.tank won't necessarily deal with it better than anyone else unless they have a very attentive healer or they apply their defensive cooldown that makes them temporarily immune to death. It can be stunlocked, thankfully, but all it takes is one bee that nobody's watching...
** Mimics in the Palace of the Dead. They usually aren't terribly difficult to kill, kill (although they can be if they spawn early on a set of floors, since their level is determined by the set of floors rather than the specific floor you are on), but they can spawn randomly from any coffer you try to open and they have a hefty amount of HP. One What makes them annoying attack they have is Infatuate, which targets a random player and inflicts the Pox status. Pox prevents auto regeneration, lowers damage dealt, and constantly causes poison-like damage over time for ''10 minutes''. Not even dying will remove the status. The only way to remove Pox is with a specific item only found in the dungeon. Mimics Some mimics can be stunned easily, stunned, but on floors 41 to 50, they become immune to being stunned. the ones that appear as a gold coffer are stun-immune. Luckily, the pomander of witching item can transform them into a helpless animal so that they can't use Infatuate and using Infatuate, or the pomander of rage item lets you can be used to OneHitKill them, but that's assuming you were lucky enough to have those items on hand.



* HeartwarmingInHindsight: The fact that Patch 3.4 will introduce a character named Chloe Aliapoh as well as there have been other Keeper of the Moon Miqo'tes with the Aliapoh surname is possibly this for those who have played the Archer questline.
* HesJustHiding: [[spoiler: A lot of fans who loved Lahabrea believe that his death in the end of 3.0 isn't true and is just trapped inside Nidhogg's eye used by King Thordon. Despite the fact that Elidibus confirmed that Lahabrea was slain and the fact that Thordon used Lahabrea's soul as fuel for his aether, fans believe that he will be freed from Nidhogg's grip and will be released to fight the Warrior of Light again.]]

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* HeartwarmingInHindsight: The fact that Patch 3.4 will introduce a character named Chloe Khloe Aliapoh as well as there have been other Keeper of the Moon Miqo'tes with the Aliapoh surname is possibly this for those who have played the Archer questline.
* HesJustHiding: [[spoiler: A lot of fans who loved Lahabrea believe that his death in the end of 3.0 isn't true and is just trapped inside Nidhogg's eye used by King Thordon. Thordan. Despite the fact that Elidibus confirmed that Lahabrea was slain and the fact that Thordon Thordan used Lahabrea's soul as fuel for his aether, fans believe that he will be freed from Nidhogg's grip and will be released to fight the Warrior of Light again.]]



* ItsTheSameNowItSucks: People accused the ''Heavensward'' expansion pack of being this, claiming that the routines from 2.0 (gear acquisition, farming methods, etc) are the same in 3.0. 3.15 didn't help matters with the new relic weapons by making their acquisition exactly the same as the Atma relics by having players farm [=FATEs=] to obtain items with low drop rates. The same pattern repeated itself up to 3.4, leaving many players who hoped for a substantial change rather disappointed, with many wondering if the next expansion will be more of the same formula over and over again, or if the developement team will somehow change the usual routine.

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* ItsTheSameNowItSucks: People accused the ''Heavensward'' expansion pack of being this, claiming that the routines from 2.0 (gear acquisition, farming methods, etc) are the same in 3.0. 3.15 didn't help matters with the new relic weapons by making their acquisition exactly the same as the Atma relics by having players farm [=FATEs=] to obtain items with low drop rates. The same pattern repeated itself up to 3.4, leaving many players who hoped for a substantial change rather disappointed, with many wondering if the next expansion will be more of the same formula over and over again, or if the developement development team will somehow change the usual routine.



** Liavinne, an Elezen Archer you meet during the starting dungeons of the three regions. When you first meet her, she has a bottle in her hand laughing her ass off at Avere berating Edda for not being able to obtain enough potions before going into Sastasha. Then after completing Tam-Tara Deepcroft, [[spoiler:you see Liavinne's party have a BreakingTheFellowship moment where Avere has died and she places the blame solely on Edda for the latter's incompetent healing, going as far as saying that she ''never'' liked her and only tolerated for her healing abilities. After running into her in The Waking Sands, you [[FridgeHorror then realize]] [[LoveTriangle why she never liked Edda]] and how [[MyGreatestFailure Avere's death]] [[HeroicBSOD has affected her]].[[note]]Seeing the man you love not just pick another woman, but become ''engaged'' to her, and then have said man die due to said fiancé's perceived incompetence at healing has taken its toll on her enough for her to quit being an adventurer.[[/note]]She then gets killed when the Garleans attack the Waking Sands, and her corpse is later dug up and reanimated by Edda to serve as the first boss of The Tam-Tara Deepcroft (Hard)]].

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** Liavinne, an Elezen Archer you meet during the starting dungeons of the three regions. When you first meet her, she has a bottle in her hand laughing her ass off at Avere berating Edda for not being able to obtain enough potions before going into Sastasha. Then after completing Tam-Tara Deepcroft, [[spoiler:you see Liavinne's party have a BreakingTheFellowship moment where Avere has died and she places the blame solely on Edda for the latter's incompetent healing, going as far as saying that she ''never'' liked her and only tolerated for her healing abilities. After running into her in The the Waking Sands, you [[FridgeHorror then realize]] [[LoveTriangle why she never liked Edda]] and how [[MyGreatestFailure Avere's death]] [[HeroicBSOD has affected her]].[[note]]Seeing the man you love not just pick another woman, but become ''engaged'' to her, and then have said man die due to said fiancé's perceived incompetence at healing has taken its toll on her enough for her to quit being an adventurer.[[/note]]She then gets killed when the Garleans attack the Waking Sands, and her corpse is later dug up and reanimated by Edda to serve as the first boss of The Tam-Tara Deepcroft (Hard)]].



** Surprisingly, there's very little drama over loot thanks to how loot is handled. All loot found in dungeons and trials are determined by a need VS greed system via dice rolling. Players rolling for need get higher priority over those that roll for greed (unless no one rolls for need, then it's about who rolled better for greed). However, patch 2.1 added an extremely rare mount from Primal Extreme fights; it's a black unicorn called Nightmare, which is pretty much a PaletteSwap of the normal Unicorn players can unlock. The Nightmare mount has caused quite a bit of drama due to its rarity and the fact that it can only be found by fighting really difficult bosses.

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** Surprisingly, there's very little drama over loot thanks to how loot is handled. All loot found in dungeons and trials are determined by a need Need VS greed Greed system via dice rolling. Players rolling for need Need get higher priority over those that roll for greed Greed (unless no one rolls for need, Need, then it's about who rolled better for greed).Greed). However, patch 2.1 added an extremely rare mount from Primal Extreme fights; it's a black unicorn called Nightmare, which is pretty much a PaletteSwap of the normal Unicorn players can unlock. The Nightmare mount has caused quite a bit of drama due to its rarity and the fact that it can only be found by fighting really difficult bosses.



** Taken even further now that Godbert has open up [[SidetrackedByTheGoldSaucer the infamous Manderville Golden Saucer]].

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** Taken even further now that Godbert has open up [[SidetrackedByTheGoldSaucer the infamous Manderville Golden Gold Saucer]].



** Certain battle skills like the White Mage's Holy spell or the Paladin's Flash ability can get very grating on the ears when spammed nonstop. Naturally, trolls will do this in crowded cities where people are talking/role playing/crafting/etc just to annoy them with the sounds and animations.

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** Certain battle skills like the White Mage's Holy spell or the Paladin's Flash ability or *especially* the Dragoon's Ring or Thorns attack do not require a target to be used can get very grating on the ears when spammed nonstop. used repeatedly. Naturally, trolls will do this spam them unnecessarily over and over in crowded cities where people are talking/role playing/crafting/etc just to annoy them with the sounds and animations.



* NeverLiveItDown: Dragoons being weak (that is, easily killed), carrying over their [[SarcasmMode glorious reputation]] from VideoGame/FinalFantasyXI.[[note]]Due to the fact that Dragoons in ''XI'' had pet Wyverns, their attack power was low to keep them balanced. Problem was that in endgame content, the Wyverns tended to die quickly, leaving Dragoons to rely on solely on their attack power. In the original version of ''XIV'', their signature jump attacks had an animation lock that left them vulnerable to attacks. But while this was fixed in ''ARR'', the damage was already done.[[/note]] This, as well as being considered [[OvershadowedByAwesome overshadowed by the other melee classes]] (since Dragoons lack in utility and suffer from a lower than average magical defense, whereas every end-game fight deals a lot of magical damages) has gotten to the point where players have requested a buff for the job. To adress the issues, numerous patchs enhanced the Dragoon, reducing their animation lock, increasing significantly their magical defense and making one move less dependant on player's position, making them more easy to play overall.

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* NeverLiveItDown: Dragoons being weak (that is, easily killed), carrying over their [[SarcasmMode glorious reputation]] from VideoGame/FinalFantasyXI.[[note]]Due to the fact that Dragoons in ''XI'' had pet Wyverns, their attack power was low to keep them balanced. Problem was that in endgame content, the Wyverns tended to die quickly, leaving Dragoons to rely on solely on their attack power. In the original version of ''XIV'', their signature jump attacks had an animation lock that left them vulnerable to attacks. But while this was fixed in ''ARR'', the damage was already done.[[/note]] This, as well as being considered [[OvershadowedByAwesome overshadowed by the other melee classes]] (since Dragoons lack in utility and suffer from a lower than average magical defense, whereas every end-game fight deals a lot of magical damages) has gotten to the point where players have requested a buff for the job. To adress the issues, numerous patchs patches enhanced the Dragoon, reducing their animation lock, increasing significantly their magical defense and making one move less dependant on player's position, making them more easy to play overall.



** There's also suspicion that this is true for the [[PutOnABus re-disappearance]] of Yugiri in the ''Heavensward'' patch cycle (3.1 onward), as her voice actress, Sian Blake, [[https://www.theguardian.com/uk-news/2016/oct/05/sian-blake-arthur-simpson-kent-gets-full-life-sentence was horrifically murdered]] in a case that became a tabloid spectacle in Britain. While Yugiri's other [=VAs=] are just fine, Square may be avoiding using the character out of respect to Ms. Blake's family.

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** There's also suspicion that this is true for the [[PutOnABus re-disappearance]] of Yugiri in the ''Heavensward'' patch cycle (3.1 onward), as her voice actress, Sian Blake, [[https://www.theguardian.com/uk-news/2016/oct/05/sian-blake-arthur-simpson-kent-gets-full-life-sentence was horrifically murdered]] in a case that became a tabloid spectacle in Britain. While Yugiri's other [=VAs=] are just fine, Square Enix may be avoiding using the character out of respect to Ms. Blake's family.



* RootingForTheEmpire: Between its obsession with exterminating dragons - and zeal for executing "heretics" who don't share the general enthusiasm - and its [[EntitledBastard complete unwillingness to assist the rest of Eorzean grand companies during the events of the story]], only to come crawling back to them for help when [[KnightTemplar their hatred of of the very concept of compromise]] inevitably bites them in the ass, [[UnintentionallyUnsympathetic Ishgard is not exactly well liked]]. As a direct result, there's a sizable group of people hoping that Heavensward gives the option to side with the dragons and [[ScrewYouElves burn it to the ground]].[[spoiler: Ironically, you do sort of wind up doing this, while you don't exactly burn the city to the ground you remove the ruling caste responsible for most of the xenophobia and hostility while making sure that innocent civilians don't suffer, sort of like cutting out a cancer instead of just mercy killing the entire person.]]

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* RootingForTheEmpire: Between its obsession with exterminating dragons - and zeal for executing "heretics" who don't share the general enthusiasm - and its [[EntitledBastard complete unwillingness to assist the rest of Eorzean grand companies Grand Companies during the events of the story]], only to come crawling back to them for help when [[KnightTemplar their hatred of of the very concept of compromise]] inevitably bites them in the ass, ass... [[UnintentionallyUnsympathetic Ishgard is not exactly well liked]]. As a direct result, there's a sizable group of people hoping that Heavensward gives the option to side with the dragons and [[ScrewYouElves burn it to the ground]].[[spoiler: Ironically, you do sort of wind up doing this, this; while you don't exactly burn the city to the ground you remove the ruling caste responsible for most of the xenophobia and hostility while making sure that innocent civilians don't suffer, sort of like cutting out a cancer instead of just mercy killing the entire person.]]



** Then there's the detail of how the Dragonsong war started. [[spoiler: They killed the Dragon Ratatoskr ''just'' to eat her eye and get the power held within it, staring a war that would last for a thousand years.]]

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** Then there's the detail of how the Dragonsong war War started. [[spoiler: They killed The Ishgardians the Dragon dragon Ratatoskr ''just'' to eat obtain her eye and get the power held within it, staring a war that would last for a thousand years.]]



** The moogles in The Churning Mists. Almost no one likes them due to how tedious their side quests are nor do they like having to do massive searches for objects/other moogles in a huge map. People also hate how the moogles come off as cowardly and lazy, which is nearly the sole reason why the player has to do their quests to begin with.
** The City-State of Ala Mhigo. In addition to its citizens' {{Jerkass}} [[UnintentionallyUnsympathetic characterizations]], their [[SarcasmMode finest]] moments include sacrificing the player character to gain power to liberate Ala Mhigo, summoning a primal version of their patron deity by attempting to steal crystals from the Amalj'aa to gain power to liberate Ala Mhigo, betraying the Scions of the Seventh Dawn and killing the Sultana to once again [[RuleOfThree gain power to liberate Ala Mhigo]] (Lolorito's to be exact). As of this writing, many players want to have the option to turn the attempts to liberate Ala Mhigo into a ShaggyDogStory, or at least refuse to help liberate the city-state. In addition, the only character that avoids this is Raubahn who moved on and found something else to live for before the game's storyline starts. [[spoiler:Ironically, this is the main source of Ilberd's resentment towards him and why he wants him dead.]]

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** The moogles in The the Churning Mists. Almost no one likes them due to how tedious their side quests are nor do they like having to do massive searches for objects/other moogles in a huge map. People also hate how the moogles come off as cowardly and lazy, which is nearly the sole reason why the player has to do their quests to begin with.
** The City-State city-state of Ala Mhigo. In addition to its citizens' {{Jerkass}} [[UnintentionallyUnsympathetic characterizations]], their [[SarcasmMode finest]] moments include sacrificing the player character to gain power to liberate Ala Mhigo, summoning a primal version of their patron deity by attempting to steal crystals from the Amalj'aa to gain power to liberate Ala Mhigo, betraying the Scions of the Seventh Dawn and killing the Sultana to once again [[RuleOfThree gain power to liberate Ala Mhigo]] (Lolorito's to be exact). As of this writing, many players want to have the option to turn the attempts to liberate Ala Mhigo into a ShaggyDogStory, or at least refuse to help liberate the city-state. In addition, the only character that avoids this is Raubahn who moved on and found something else to live for before the game's storyline starts. [[spoiler:Ironically, this is the main source of Ilberd's resentment towards him and why he wants him dead.]]



** Enemies' range of territory. In order to prevent possible griefing and sever strains, all enemies (except those found in dungeons) are programmed to start wandering back to their territory/spawn point if they chase the player too far. However, once an enemy starts to retreat, they become ''immune to all damage and debuffs and they'll fully recover their HP''. This means that you can't kite foes too far or they'll "reset". The mechanic is doubly painful when fighting boss characters found in a FATE due to their sky high HP.
** Dragoon's Jump Animation Locks, which means while a Dragoon is using any of their Jump related abilities, they can not move. When used well, jumps help improve their mobility in battle. But if Murphy shows up and goads the monster you're fighting to use a devastating AOE move just as you're getting repositioned by a Spineshatter Dive or Dragonfire Dive, [[ThisIsGonnaSuck then you're in for a world of hurt]]. It's thanks to this, and a minority of bad Dragoon players who can't/won't utilize the class' weapon skills correctly has led to the return of the FFXI "loldragoon" meme much to the annoyance of decent Dragoon players. Square-Enix has released a number of patches that cut down on the animation lock, (and now, reduced the previously absurd cooldown times on their more advanced Jump attacks) to help out Dragoons due to the complaints.

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** Enemies' range of territory. In order to prevent possible griefing and sever server strains, all enemies (except those found in dungeons) are programmed to start wandering back to their territory/spawn point if they chase the player too far. However, once an enemy starts to retreat, they become ''immune to all damage and debuffs and they'll fully recover their HP''. This means that you can't kite foes too far or they'll "reset". The mechanic is doubly painful when fighting boss characters found in a FATE due to their sky high HP.
** Dragoon's Jump Animation Locks, animation locks, which means while a Dragoon is using any of their Jump related abilities, they can not move.move normally. When used well, jumps help improve their mobility in battle. But if Murphy shows up and goads the monster you're fighting to use a devastating AOE move just as you're getting repositioned by a Spineshatter Dive or Dragonfire Dive, [[ThisIsGonnaSuck then you're in for a world of hurt]]. It's thanks to this, and a minority of bad Dragoon players who can't/won't utilize the class' weapon skills correctly has led to the return of the FFXI "loldragoon" meme much to the annoyance of decent Dragoon players. Square-Enix has released a number of patches that cut down on the animation lock, (and now, reduced the previously absurd cooldown times on their more advanced Jump attacks) to help out Dragoons due to the complaints.



** The rare cards limit rule. You can have just one rare card in your deck and no more than that. [=NPCs=] [[MyRulesAreNotYourRules gleefully ignore the rare cards limit rule]] as they pummel your deck with a deck that has nothing ''but'' rare cards.[[note]]Rare cards are counted as anything that has a better rating than your lowest card rating. For example, your first starting deck can only have one card that is above one star while your four remaining cards ''have'' to be composed of one star cards. Once you get the rule relaxed a bit when you collect 30 cards, you're allowed to have a deck full of two star cards and one card that is stronger than two stars. This increases with each card collection threshold that you reach. This also makes the aforementioned random rule even more grating. Since the NPCs always get the same few cards it's clear they don't have the number required to actually use as many rare cards as they do.[[/note]]

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** The rare cards limit rule. You can have just one rare card in your deck and no more than that. [=NPCs=] [[MyRulesAreNotYourRules gleefully ignore the rare cards limit rule]] as they pummel your deck with a deck that has nothing ''but'' rare cards.[[note]]Rare cards are counted as anything that has a better rating than your lowest card rating. For example, your first starting deck can only have one card that is above one star while your four remaining cards ''have'' to be composed of one star one-star cards. Once you get the rule relaxed a bit when you collect 30 cards, you're allowed to have a deck full of two star two-star cards and one card that is stronger than two stars. This increases with each card collection threshold that again at 60 cards at which point you're allowed to have as many three-star cards as you reach. want. This also makes the aforementioned random Random rule even more grating. Since the NPCs always get the same few cards it's clear they don't have the number required to actually use as many rare cards as they do.[[/note]]



** The Machinist's Gauss Barrel and the Bard's Wandering Minuet skills were widely hated due to lots of drawbacks with little benefits. Initially, the two skills would give a small boost in the player's DPS in exchange for disabling their auto-attack and adding a charge time to certain skills while the player had to wait a bit to disable Gauss Barrel/Wanderer's Minuet. In a following patch, the two skills were given a much larger boost to the player's DPS, charge times for skills were reduced, and disabling Gauss Barrel/Wanderer's Minuet can be done a lot sooner. While Machinist players are happy for their skill being boosted, Bard players are still sour over their play style being changed and some are refusing to use Wanderer's Minuet out of sheer spite and don't care if their overall DPS output is worse because of it, when they don't forgo playing Bard altogether for another job instead.

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** The Machinist's Gauss Barrel and the Bard's Wandering Wanderer's Minuet skills were widely hated due to lots of drawbacks with little benefits. Initially, the two skills would give a small boost in the player's DPS in exchange for disabling their auto-attack and adding a charge time to certain skills while the player had to wait a bit to disable Gauss Barrel/Wanderer's Minuet. In a following patch, the two skills were given a much larger boost to the player's DPS, charge times for skills were reduced, and disabling Gauss Barrel/Wanderer's Minuet can be done a lot sooner. While Machinist players are overall happy for their skill being boosted, some Bard players are still sour over their play style being changed and some are refusing to use Wanderer's Minuet out of sheer spite and don't care if their overall DPS output is worse because of it, when they don't yet won't forgo playing Bard altogether for another job instead.



** The accuracy stat is widely hated due to most end game content requiring players to have their stat at a certain threshold so that their attacks won't miss so much. Healers are doubly aggravated by the accuracy stat since 3.0 basically lowered it, which forces healers that want to throw in some DPS to have a lot of Heaven's Eye materia melded to boost their accuracy when they could have boosted a more useful stat instead. It wasn't until patch 3.2 that the developers lowered the accuracy requirements in dungeons so that healers can actually attack and not miss so much.
** The Palace of the Dead has received mixed reviews. In addition to the grinding to boost your weapon stats mentioned above, there's the fine print in the much-touted save your progress feature: you can only save every ten levels, after defeating the boss for that section of floors. If your party wipes, the duty fails, and you get to start all over at the first level in the set, regardless of where you were when you wiped. You lose all progress you'd made. The Palace also has its own internal leveling system. Normal game XP is awarded after defeating the boss--so if you fail to clear the section, you get NO XP. Essentially, you've just wasted an hour.
** The mechanics for progression towards floor 101 and beyond in the Palace of the Dead are widely hated. First, you have to make the attempt in a fixed party, which means you can't use random players like a typical duty finder run. Second, to even reach floor 101, you have to reach floor 100 [[NoDamageRun without a single wipe]]. If your group has a TotalPartyWipe just one, you're out of luck and have to start over and this also includes the floors beyond 100. Nothing like reaching floor 199 and then [[ShootTheShaggyDog your party gets wiped due to mishaps or just bad luck]]. What makes this even worse is if a single player leaves the instance via quitting or disconnecting, it counts as a party KO and thus your run is completely invalidated. Each set of 10 floors (starting point to the boss) can take about an hour and the trek to the 200th floor is going to be a very long one. Unless your party has plenty of free time and knows that they won't suffer any outside distractions, reaching floor 200 may as well be a pipe dream. The ''only'' saving grace in all this is you can start at floor 51 instead of floor 1.
** Recruiting new soldiers to your squad can only be done by completing tasks in your challenge log and it's down to luck on whether or not you will get a new recruit at all. Some of the challenges are easy and quick to do, but others take far longer to complete and it makes recruiting soldiers yet another mindless grinding chore. If you want to get rid of a specific member, you have to wait until your roster is full before you're even allowed to choose who to dismiss.
** Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Patch 3.4 changed the mechanics a bit by letting revived players avoid the weakness status if they went down without said status or had the weakness timer reset if they had one already so that they don't get the stronger version of the effect.

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** The accuracy stat is widely hated due to most end game content requiring players to have their stat at a certain threshold so that their attacks won't ever miss so much.under normal circumstances. Healers are doubly aggravated by the accuracy stat since 3.0 basically lowered it, which forces healers that want to throw in some DPS to have a lot of Heaven's Eye materia melded to boost their accuracy when they could have boosted a more useful stat instead. It wasn't until patch 3.2 that the developers lowered the accuracy requirements in dungeons so that healers can actually attack and not miss so much.
** The Palace of the Dead has received mixed reviews. In addition to the grinding to boost your weapon stats mentioned above, there's the fine print in the much-touted save your progress feature: you can only save every ten levels, after defeating the boss for that section of floors. If your party wipes, the duty fails, and you get to start all over at the first level in the set, regardless of where you were when you wiped. You lose all progress you'd made. The Palace also has its own internal leveling system. Normal game XP is awarded after defeating the boss--so if you fail to clear the section, you get NO XP. Essentially, you've just wasted up to an hour.
** The mechanics for progression towards floor 101 and beyond in the Palace of the Dead are widely hated. First, you have to make the attempt in a fixed party, which means you can't use random players like a typical duty finder run. Second, to even reach floor 101, you have to reach floor 100 [[NoDamageRun without a single wipe]]. ever failing the duty, whether due to wiping, abandoning, or letting the time expire]]. If your group has a TotalPartyWipe just one, once, you're out of luck and have to start over and this back from floor 51. This also includes the floors beyond 100. Nothing like reaching floor 199 and then [[ShootTheShaggyDog your party gets wiped due to mishaps or just bad luck]]. What makes this even worse is if a single player leaves the instance via quitting or disconnecting, it counts as a even if you succeed in clearing the current set of 10 floors, your fixed party KO is no longer complete and cannot be continued, thus ending your run is completely invalidated.by default. Each set of 10 floors (starting point to the boss) can take about an hour and the trek to the 200th floor is going to be a very long one. Unless your party has plenty of free time and knows that they won't suffer any outside distractions, reaching floor 200 may as well be a pipe dream. The ''only'' saving grace in all this is you can start at floor 51 instead of floor 1.
** Recruiting new soldiers to your squad squadron can only be done by completing tasks in your challenge log Challenge Log and it's down to luck on whether or not you will get a new recruit at all. Some of the challenges are easy and quick to do, but others take far longer to complete and it makes recruiting soldiers yet another mindless grinding chore. If you want to get rid of a specific member, you have to wait until your roster is full before you're even allowed to choose who to dismiss.
** Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Patch 3.4 changed the mechanics a bit by letting causing players revived players avoid with the healer LB3 to not be afflicted with weakness status (or if they went down without said status or had the weakness timer reset if they had one were already so that they don't get the stronger version weakened, to not be afflicted with Brink of the effect.Death, aka "double weakness")



** [[spoiler:The climax of the 2.5.5 patch story of ''Realm Reborn'' has some ''rough'' bits. First off, much like in the Edda storyline, the animators run up badly against some of the limitations of what their animation engine and character models are capable of, and a few characters who are meant to look smarmy or enraged - Teledji, Raubahn and Ilberd, specifically - all just end up looking ridiculous and careen straight into the UncannyValley. Also, Raubahn seems to be either a vampire or a robot... since he ''doesn't bleed'' when his arm gets cut off.]]
** The ceremony of eternal bonding has a major goof involving gloves. Since the two players that are being wed are given a pair of dress gloves to go with the rest of their attire, one would naturally put them on. However, wearing the gloves (or any kind of glove in general) screws up the ring exchange cut scene where the rings are shown to being put on, but not rendering on the players' hands since gloves override the rendering of rings. This can make the event look extremely awkward as the bride and groom appear to be pretending that they have rings on. Because of this quirk, many future couples are told to not wear gloves so that the rings can appear in the cut scene.

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** [[spoiler:The climax of the 2.5.5 patch story of ''Realm ''A Realm Reborn'' has some ''rough'' bits. First off, much like in the Edda storyline, the animators run up badly against some of the limitations of what their animation engine and character models are capable of, and a few characters who are meant to look smarmy or enraged - Teledji, Raubahn and Ilberd, specifically - all just end up looking ridiculous and careen straight into the UncannyValley. Also, Raubahn seems to be either a vampire or a robot... since he ''doesn't bleed'' when his arm gets cut off.]]
** The ceremony Ceremony of eternal bonding Eternal Bonding has a major goof involving gloves. Since the two players that are being wed are given a pair of dress gloves to go with the rest of their attire, one would naturally put them on. However, wearing the gloves (or any kind of glove in general) screws up the ring exchange cut scene where the rings are shown to being put on, but not rendering on the players' hands since gloves override the rendering of rings. This can make the event look extremely awkward as the bride and groom appear to be pretending that they have rings on. Because of this quirk, many future couples are told to not wear gloves so that the rings can appear in the cut scene.



*** Conversely, Conjurers and their Job upgrade, White Mages, are firmly expected to have the Swiftcast spell... a level 26 Thaumaturge ability. This holds true even ''today'', and applies to Arcanists of all stripes too.
*** To be fair, the reason this gets pushed even moreso than other key crossclass abilities is because Swiftcast is part of one of the most important skill combinations for healers - the ''combat raise'', where Swiftcast is used to negate Raise/Ressurect's significant cast time in order to get another party member back into the fight while not tying up the healer.

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*** Conversely, Conjurers and their Job upgrade, White Mages, are firmly expected to have the Swiftcast spell...Swiftcast ... a level 26 Thaumaturge ability. This holds true even ''today'', and applies to Arcanists of all stripes too.
*** To be fair, the reason this gets pushed even moreso than other key crossclass abilities is because Swiftcast is part of one of the most important skill combinations for healers - the ''combat raise'', where Swiftcast is used to negate Raise/Ressurect's Raise/Resurrection's significant cast time in order to get another party member back into the fight while not tying up the healer.



*** Ironically, this was inverted during ''A Realm Reborn'''s launch period, as paladins became the popular ones due to Warriors needing a good buff in the eyes of fans. Patch 2.1 ''finally'' made the playing field more or less equal.
** Arcanists using Topaz Carbuncle in dungeons. Tanking using a class that dies in a stiff breeze is...unwise.

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*** Ironically, this was inverted during ''A Realm Reborn'''s launch period, as paladins Paladins became the popular ones due to Warriors needing a good buff in the eyes of fans. Patch 2.1 ''finally'' made the playing field more or less equal.
** Arcanists using Topaz Carbuncle or Summoners using Titan-Egi in dungeons. Tanking using These pets are optimized to tank rather than deal damage, and you'll already have a class that dies tank in a stiff breeze is...unwise.most cases.



** The final two dungeons for the main storyline were, at launch, played by people constantly in order to grind for special tokens (that couldn't be earned in such volume as quickly elsewhere) to exchange them for powerful gear. People who were grinding the quests skipping every cutscene (and there are a lot of them in those) and rushing ahead through the dungeon while newbies to the dungeon got left in the dust while also being yelled at for not knowing how to tackle the dungeons was a depressingly common sight - especially depressing due to how cool the dungeons were when done "right".

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** The final two dungeons for the main storyline were, at launch, played by people constantly in order to grind for special tokens (that couldn't be earned in such volume as quickly elsewhere) to exchange them for powerful gear. People who were grinding the quests dungeons skipping every cutscene (and there are a lot *lot* of them cutscenes in those) those two dungeons, something which the devs eventually realized to be a mistake and made sure not to repeat in the future) and rushing ahead through the dungeon while newbies to the dungeon got left in the dust while also being yelled at for not knowing how to tackle the dungeons was a depressingly common sight - especially depressing due to how cool the dungeons were when done "right".



** The ADS boss for turn 2 of the Binding Coil of Bahamut has a powerful attack called Rot, which can completely destroy parties that aren't prepared for it once the boss completes its clicks. However, you can also bait the boss to use a rage attack, which is a strong AOE attack, and have it spam it over and over again. Many parties use the rage strategy because it's easier to handle than the boss' normal attacks. Expect people who frown upon the rage strategy to complain about everyone else trying to do things the easy way.
** Spirit binding gear during raids/dungeon runs is heavily frowned upon by many serious players since they feel people that come into raids without optimal gear/stats will just be a liability.

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** The ADS boss for turn 2 of the Binding Coil of Bahamut has a powerful attack called Allagan Rot, which can completely destroy parties that aren't prepared for it once the boss completes its clicks. However, you can also bait the boss to use a rage attack, which is a strong AOE attack, and have it spam it over and over again. Many parties use the rage strategy because it's easier to handle than the boss' normal attacks. Expect people who frown upon the rage strategy to complain about everyone else trying to do things the easy way.
** Spirit binding Spiritbonding gear during raids/dungeon runs is heavily frowned upon by many serious players since they feel people that come into raids without optimal gear/stats will just be a liability.



** For customizing your stats on your Novus/Nexus relics, expect be told how you are "doing it wrong" if you don't optimize your stats the way everyone is supposed to do.

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** For customizing your stats on your Novus/Nexus relics, 2.x Novus relic weapon or 3.x anima weapon, expect to be told how you are "doing it wrong" if you don't optimize your stats the way everyone is supposed to do.



*** The release of ''Heavensward'' mitigated the Summoner's slow DPS start. Tri-Disaster offers the ability to apply three [=DoT=] spells on a target at once, without waiting through additional cast times. Painflare is an instant-cast (and quite potent) [=AoE=] ability. All uses of Aetherflow now attune a Summoner towards Dreadwyrm Trance, granting them a set duration of reduced mana cost and increased potency for Ruin III. Finally, Dreadwyrm Trance can be terminated at any time with the use of Deathflare, a very powerful attack that is the direct transliteration of Bahamut's tank buster, Anhk Morn.
** The use of a LimitBreak in a dungeon that is not against a boss will usually get you scorned or yelled at for wasting it. Casters and ranged DPS have limit breaks that can hit multiple targets at once, which some people do in between boss fights so that killing trash mobs is faster. This is usually frowned upon since those who swear by using limit breaks on bosses only claim that boss fights will go slower without a limit break, despite the fact that the overall dungeon run is the same speed whether you use limit breaks on trash mobs or save it for a boss.

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*** The release of ''Heavensward'' mitigated the Summoner's slow DPS start. Tri-Disaster Tri-disaster offers the ability to apply three [=DoT=] spells on a target at once, without waiting through additional cast times. Painflare is an instant-cast (and quite potent) [=AoE=] ability. All uses of Aetherflow now attune a Summoner towards Dreadwyrm Trance, granting them a set duration of reduced mana cost and increased potency for Ruin III. Finally, Dreadwyrm Trance can be terminated at any time with the use of Deathflare, a very powerful attack that is the direct transliteration of Bahamut's tank buster, Anhk Akh Morn.
** The use of a LimitBreak in a dungeon that is not against a boss will usually get you scorned or yelled at for wasting "wasting" it. Casters and ranged DPS have limit breaks that can hit multiple targets at once, which some people do in elect to use on the {{Mooks}} between boss fights so that killing trash mobs greater total damage is faster. This dealt. Yet this is usually sometimes frowned upon since those who swear by using limit breaks on bosses only claim that boss fights will go slower without a limit break, despite the fact that the overall dungeon run is roughly the same speed whether you use limit breaks on trash mobs or save it for a boss.boss. It's worth nothing that using a limit break earlier may potentially get you another opportunity to use one later that you otherwise wouldn't have gotten.



* ThatOneAttack: Bad Breath, from Morbols and their cousins. It's so virulently debilitating it might as well be a one-hit-kill move. How bad is it? Bad Breath can cause Sleep (can't act or move), Poison (HP slowly drains), Blind (physical attacks miss more often), Silence (can't use magic), Paralysis (you randomly freeze in place), Heavy (slower movement), Slow (casting time and recharge for spells and skills take longer), Determination Down (damage taken is increased while attacking and healing is less effective), and Maximum HP Down (self explanatory). Esuna/Leech can cure it all, but it only removes one debuff at at time. Gets even worse if you encounter a Malboro during your dig of the Alexandrite maps. Not only does the monster have the usual Bad Breath attack, but it will inflict Bind (can't move) on you first ''before'' using Bad Breath so that you can't avoid its attack. Unless you can quickly cause Stun to stop Bad Breath or use Esuna/Leech to free yourself, you're screwed.

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* ThatOneAttack: Bad Breath, from Morbols and their cousins. It's so virulently debilitating it might as well be a one-hit-kill move. How bad is it? Bad Breath can cause Sleep (can't act or move), Poison (HP slowly drains), Blind (physical attacks miss more often), Silence (can't use magic), Paralysis (you randomly freeze in place), Heavy (slower movement), Slow (casting time and recharge for spells and skills take longer), Determination Down (damage taken is increased while attacking and healing is less effective), and Maximum HP Down (self explanatory). Esuna/Leech can cure it all, but it only removes one debuff at at time. Gets even worse if you encounter a Malboro during your dig of the Alexandrite maps. Not only does the monster have the usual Bad Breath attack, but it will inflict Bind (can't move) on you first ''before'' using Bad Breath so that you can't avoid its attack. Unless you can quickly cause Stun to stop Bad Breath or use Esuna/Leech to free yourself, you're screwed. For this particular variant of morbol, [[GuideDangIt abilities that afflict Silence will also stop its Bad Breath,]] when it doesn't for any other kind of morbol.



** Some of the later Ixali beastmen quests are brutally difficult due to the severe handicaps that the player is imposed with when crafting airship parts. Firstly, you have to use the crafting gloves the Ixali give you and it's level 1, which means you're already handicapped with your performance. Second, every time you use a facility for your crafting, you'll get a debuff imposed on you; debuffs range from lowered CP (which means less actions to be used while crafting), max CP cut in half, or having skills you learned from other crafting classes becoming disabled. On top of all that, you are ''always'' required to make the parts in high quality and some quests have parts that are extremely difficult to make high quality. The handicaps and difficulties for some of the quests is hard for newbie crafters (since their gear isn't strong and they lack skills to make crafting easier) and veteran crafters (the big handicaps prevents them from performing optimally). While free company actions, materia, and food can ''slightly'' make the quests easier, it's only by a small margin. It wasn't until patch 2.5 that the more difficult Ixali quests were toned down.

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** Some of the later Ixali beastmen quests are brutally difficult due to the severe handicaps that the player is imposed with when crafting airship parts. Firstly, you have to use the crafting gloves the Ixali give you and it's level 1, which means you're already handicapped with your performance. Second, every time you use a facility for your crafting, you'll get a debuff imposed on you; debuffs range from lowered CP (which means less actions to be used while crafting), max CP cut in half, or having skills you learned from other crafting classes becoming disabled. On top of all that, you are ''always'' required to make the parts in high quality and some quests have parts that are extremely difficult to make high quality. The handicaps and difficulties for some of the quests is hard for newbie crafters (since their gear isn't strong and they lack skills to make crafting easier) and veteran crafters (the big handicaps prevents them from performing optimally). While free company actions, materia, and food can ''slightly'' make the quests easier, it's only by a small margin. It wasn't until patch 2.5 that the more difficult Ixali quests were toned down.down, and even then they are still much more difficult than their suggested levels indicate, with the later quests being outright undoable at those levels even with all the variables and luck on your side -- unless you're willing to try over and over again with a single-digit HQ percentage until you eventually succeed.



** The process of obtaining your relic. While getting your relic at launch was tough (mostly due to [[ThatOneBoss Titan]]), as time progressed, it wasn't so bad. Getting your Zenith only requires that you get three Mists using tomestones. Then we get the Atma step, which requires you to farm [=FATEs=] in twelve specific areas using your Zenith weapon. Before Patch 2.5, the drop rate for Atma's was abysmally low. If you were lucky, you would have it in a few days. RNG absolutely hates your guts? Weeks, and even months. Then, you have the Animus step, which requires you to do a total of nine books that has you defeat a total of 900 enemies, do 27 dungeons, [=FATEs=], and Guildleves. These weren't so bad except for the [=FATEs=] part. Novus wasn't so bad, it just required you to give up lots of money if you wanted a perfect weapon, but there are ways around it. Neither was the Nexus step, which requires you to gain a total of 2000 Light by doing random instances in the game. It may take a while, but you would see a slow and steady progress. Last but not least, you have the Zodiac questline, which sends you to do 4 quests for random [=NPCs=] that require you to farm specific dungeons for drops that you have a ''small chance'' of obtaining. It is essentially the Atma version of dungeons and obtain crafted HQ items (and ONLY HQ) and certain Desynth materials. You will also need to farm some Soldiery and GC seals but those are arguably the easiest parts of the Zodiac questline. If you manage to get through all this, you either have sheer dumb luck or have a lot of time on your hands.

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** The process of obtaining your relic. While getting your relic at launch was tough (mostly due to [[ThatOneBoss Titan]]), as time progressed, it wasn't so bad. Getting your Zenith only requires that you get three Mists using tomestones. Then we get the Atma step, which requires you to farm [=FATEs=] in twelve specific areas using your Zenith weapon. Before Patch 2.5, the drop rate for Atma's was abysmally low. If you were lucky, you would have it in a few days. RNG absolutely hates your guts? Weeks, and even months. Then, you have the Animus step, which requires you to do a total of nine books that has you defeat a total of 900 enemies, do 27 dungeons, [=FATEs=], and Guildleves. These weren't so bad except for the [=FATEs=] part. Novus wasn't so bad, it just required you to give up lots of money if you wanted a perfect weapon, but there are ways around it. Neither was the Nexus step, which requires you to gain a total of 2000 Light "points" of light by doing random instances in the game. It may take a while, but you would see a slow and steady progress. Last but not least, you have the Zodiac questline, which sends you to do 4 quests for random [=NPCs=] that require you to farm specific dungeons for drops that you have a ''small chance'' of obtaining. It is essentially the Atma version of dungeons and obtain crafted HQ items (and ONLY HQ) and certain Desynth materials. You will also need to farm some Soldiery and GC seals but those are arguably the easiest parts of the Zodiac questline. If you manage to get through all this, you either have sheer dumb luck or have a lot of time on your hands.



** Getting ''anything'' for a prize in the Gold Saucer due to the absurd prices and the relatively low payouts for the mini-games. Want to unlock a new hairstyle? Costs 8000 points. Want that complete set of the Gambler outfit? Costs several 10K worth of points. Got your eye on that Fenrir mount? That'll cost you ''one million points''. You could try your luck at the weekly lottery and hope you hit it big, but like any form of lottery, it's all luck based.

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** Getting ''anything'' for a prize in the Gold Saucer due to the absurd prices and the relatively low payouts for the mini-games. Want to unlock a new hairstyle? Costs 8000 points. Want that complete set of the Gambler outfit? Costs several 10K worth of points. Got your eye on that Fenrir mount? That'll cost you ''one million points''. You could try your luck at the weekly lottery and hope you hit it big, but like any form of lottery, it's all luck based.luck-based.



** Fans have also cried foul when they saw that patch 2.2 enabled the Echo buff in certain late game/post game dungeons/trials. The buff in question boosts the party's HP, strength, and healing potency after suffering a wipe and the effects can stack if the party keeps getting defeated. The more hardened players claim that people don't need their hands being held and that they should learn how to play normally.[[note]]Of course, the players suffering defeats still need to learn how to counter the attacks thrown at them, so boosted stats doesn't offer anything other than longer survivability.[[/note]]
** A portion of the Players coming over from FFXI have been a bit notorious for reaching to vitriolic levels of complaining about parts of the game not being basically FFXI-2. Example, jobs being locked to only two sub classes to select five cross class skills, as opposed to XI's "Equip any job as a subjob" method. This despite Yoshi P saying he does not just want to simply make an FFXI clone/sequel.

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** Fans have also cried foul when they saw that patch 2.2 enabled the Echo buff in certain late game/post game dungeons/trials. The buff in question boosts the party's HP, strength, and healing potency after suffering a wipe and the effects can stack if the party keeps getting defeated. The more hardened players claim that people don't need their hands being held and that they should learn how to play normally.[[note]]Of course, the players suffering defeats still need to learn how to counter the attacks thrown at them, several of which result in instant death or wipe regardless if handled improperly, so boosted stats doesn't offer anything other than situationally longer survivability.[[/note]]
** A portion of the Players players coming over from FFXI have been a bit notorious for reaching to vitriolic levels of complaining about parts of the game not being basically FFXI-2. Example, jobs being locked to only two sub classes to select five cross class skills, as opposed to XI's "Equip any job as a subjob" method. This despite Yoshi P Yoshi-P saying he does not just want to simply make an FFXI clone/sequel.



** Changes to the Hunt system were met with disappointment and disdain. B marks were changed to allow only players who have the bill matching the mark to claim the rewards behind them, meaning farming B marks is no longer possible. On top of this, the spawn rate for A marks were lengthened to be around 2 hours to further discourage farming for seals.
** Spiritbinding materia was also changed and met with complaints. Before the change, spiritbinding came a flat rate; the higher the monster's level (or the general item level for a dungeon), the faster the binding would be. Patch 2.35 changed the binding mechanics to allow only binding on gear if the target's level matched the item's level or was in the general range. If the item's level was too high or too low, the bind rate would be reduced and any further discrepancies would cause binding to stop completely. On top of this, the probability of producing a tier 4 materia for binding a high level item was reduced, requiring players to bind gear beyond item level 70 (higher item levels generally take longer to reach 100% spiritbind). The whole change was brought about in order to discourage people from using extremely poor gear in high level raids. People that farmed materia complained that the process of binding was needlessly difficult now while people working on their Novus weapons feared the difficulty of getting materia would cause prices on the market board to skyrocket.

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** Changes to the Hunt system were met with disappointment and disdain. B marks were changed to allow only players who have the bill matching the mark to claim the rewards behind them, meaning farming B marks for rewards is no longer possible.possible (although if you're feeling particularly driven/bored, you can still do this for the achievements tied to killing B marks). On top of this, the spawn rate for A marks were lengthened to be around 2 hours to further discourage farming for seals.
** Spiritbinding Spiritbonding for materia was also changed and met with complaints. Before the change, spiritbinding spiritbonding came a flat rate; the higher the monster's level (or the general item level for a dungeon), the faster the binding bonding would be. Patch 2.35 changed the binding bonding mechanics to allow only binding on gear if the target's level matched the item's level or was in the general range. If the item's level was too high or too low, the bind bond rate would be reduced and any further discrepancies would cause binding bonding to stop completely. On top of this, the probability of producing a tier 4 materia for binding bonding a high level item was reduced, requiring players to bind bond gear beyond item level 70 (higher item levels generally take longer to reach 100% spiritbind).spiritbond). The whole change was brought about in order to discourage people from using extremely poor gear in high level raids. People that farmed materia complained that the process of binding bonding was needlessly difficult now while people working on their Novus weapons feared the difficulty of getting materia would cause prices on the market board to skyrocket.



** The additional drops of Oil/Sands of Time for the Sycrus Tower sparked many complaints from hardcore raiders who claim that additions to the loot drops in the tower made raiding the Binding Coil of Bahamut pointless due to the tower being much easier for the same rewards as the ones found in the coil.
** The announcement of the Second Coil of Bahamut being made easier was met with a collection of booing from fans during the Las Vegas Fan Festival since they believe the coil should always remain difficult, even though the nerfs were done in a similar manner to the first Coil. Similar reactions were also had when 3.0 was announced to have its Alexander raid would have a story/normal mode to ease people into end game raiding.

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** The additional drops of Oil/Sands of Time for the Sycrus Syrcus Tower sparked many complaints from hardcore raiders who claim that additions to the loot drops in the tower made raiding the Binding Coil of Bahamut pointless due to the tower being much easier for the same rewards as the ones found in the coil.
Coil.
** The announcement of the Second Coil of Bahamut being made easier was met with a collection of booing from fans during the Las Vegas Fan Festival since they believe believed that the coil Coil should always remain difficult, even though the nerfs were done in a similar manner to the first Coil. Similar reactions were also had when 3.0 it was announced to have its that 3.0's Alexander raid would have a story/normal mode to ease people into end game raiding.



** A hotfix for 3.1 changed the spawn mechanics of star ranked monsters in the Diadem by having them spawn less frequently. This, in turn, also meant that the gold treasure coffers they leave behind upon defeat (which contain potentially powerful gear) also appear less frequently. Cue complaints on how the Diadem is now worthless to run for.
* TheyWastedAPerfectlyGoodPlot: [[spoiler: The tension between Ilberd and Raubahn goes through the roof after the Ilberd cuts off Raubahn's arm at the end of 2.5 due to working with the Crystal Braves that were also working with Teledji Adeledji to overthrow the Sultana. Ilberd also attacked Raubahn out of anger because Raubahn, who came from the war ton city state of Ala Migho, "abandoned" his homeland to start a new life in Ul'dah. The conflict comes to head in ''Heavensward'' where Ilberd demands for Raubahn to be executed for his crimes. You kick Ilberd's ass, but he goes on about Raubahn's betrayal before fleeing. The conflict is seemingly resolved off screen where you're later told that Lolorito is no longer working with Ilberd or the Crystal Braves and the rest of Eozera won't take them in either, forcing them to wander aimlessly for the rest of their lives. Square missed the chance to develop Raubahn and Ilberd's characters and also missed the chance to have the side plot more developed before it closed.]]

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** A hotfix for 3.1 changed the spawn mechanics of star ranked star-ranked monsters in the Diadem by having them spawn less frequently. This, in turn, also meant that the gold treasure coffers they leave behind upon defeat (which contain potentially powerful gear) also appear less frequently. Cue complaints on how the Diadem is now worthless to run for.
* TheyWastedAPerfectlyGoodPlot: [[spoiler: The tension between Ilberd and Raubahn goes through the roof after the Ilberd cuts off Raubahn's arm at the end of 2.5 due to working with the Crystal Braves that were also working with Teledji Adeledji to overthrow the Sultana. Ilberd also attacked Raubahn out of anger because Raubahn, who came from the war ton war-torn city state of Ala Migho, Mhigo, "abandoned" his homeland to start a new life in Ul'dah. The conflict comes to a head in ''Heavensward'' where Ilberd demands for Raubahn to be executed for his crimes. You kick Ilberd's ass, but he goes on about Raubahn's betrayal before fleeing. The conflict is seemingly resolved off screen where you're later told that Lolorito is no longer working with Ilberd or the Crystal Braves and the rest of Eozera Eorzea won't take them in either, forcing them to wander aimlessly for the rest of their lives. Square Enix missed the chance to develop Raubahn and Ilberd's characters and also missed the chance to have the side plot more developed before it closed.]]



** Deliberate invocation. Lalafell only ''look'' like [[TastesLikeDiabetes cutesy Precious Moments-esque small children]], thus are inapplicable for TroublingUnchildlikeBehavior, but Square Enix seems to be taking an unhealthy amount of glee in discomforting their audience by having their adult Lalafell ostentatiously ''act'' like it: they swear, drink, and make lewd comments...and more ominously, are vicious loan sharks, gang members, and apparently have histories of violent racial strife: The united Lalafell nation split into two city-states, Ul'dah and Sil'dih, when tensions got too high, and eventually the Ul'dahn Lalafell turned Sil'dih into rubble. Unsettling. [[ArsonMurderAndJaywalking ...Plus the male Lalafell can grow facial hair, which is just weird-looking]]. For instance, they're "wave" emote... which has them step forward and do a weird wave... but do it infront of a female of any other race and you realize he's rubbing her hip and doing that wierd eyebrow thing at her.

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** Deliberate invocation. Lalafell only ''look'' like [[TastesLikeDiabetes cutesy Precious Moments-esque small children]], thus are inapplicable for TroublingUnchildlikeBehavior, but Square Enix seems to be taking an unhealthy amount of glee in discomforting their audience by having their adult Lalafell ostentatiously ''act'' like it: they swear, drink, and make lewd comments...and more ominously, are vicious loan sharks, gang members, and apparently have histories of violent racial strife: The united Lalafell nation split into two city-states, Ul'dah and Sil'dih, when tensions got too high, and eventually the Ul'dahn Lalafell turned Sil'dih into rubble. Unsettling. [[ArsonMurderAndJaywalking ...Plus the male Lalafell can grow facial hair, which is just weird-looking]]. For instance, they're "wave" emote... which has them step forward and do a weird wave... but do it infront of a female of any other race and you realize he's rubbing her hip and doing that wierd weird eyebrow thing at her.



** The Paladin's war lion mount is full of uncanny valley due to how it's textured and modeled. The lion's mane looks like a massive lump of clay with the hair details almost non existent while the face itself looks like a lion you would see from a statue rather than a live animal. This is probably because the lion shares the model with Chimera monsters with the heads cut off, resulting in a shoddy copy/paste/cut job.

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** The Paladin's war lion warlion mount is full of uncanny valley due to how it's textured and modeled. The lion's mane looks like a massive lump of clay with the hair details almost non existent while the face itself looks like a lion you would see from a statue rather than a live animal. This is probably because the lion shares the model with Chimera monsters with the heads cut off, resulting in a shoddy copy/paste/cut job.



* WinBackTheCrowd: The ''A Realm Reborn'' version is definitely this for Square-Enix. Before ''ARR'''s release, it was not uncommon to see some critics to declare any kind of "rebuilt" ''FFXIV'' as basically dead on arrival, and not bother bringing it back from the grave. Since the relaunch, some of the very same game review websites and magazines have had their opinions changed completely, and widely praise its changes. Magazine/GameInformer for example went from saying "scrap it" before ARR, to now declaring it 2013's MMORPG of the Year by both the Readers and the Editors. Some of the reviewers, like Mike Fahey of Kotaku, even copped to and admitted their 180 of opinion on playing it.

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* WinBackTheCrowd: The ''A Realm Reborn'' version is definitely this for Square-Enix.Square Enix. Before ''ARR'''s release, it was not uncommon to see some critics to declare any kind of "rebuilt" ''FFXIV'' as basically dead on arrival, and not bother bringing it back from the grave. Since the relaunch, some of the very same game review websites and magazines have had their opinions changed completely, and widely praise its changes. Magazine/GameInformer for example went from saying "scrap it" before ARR, to now declaring it 2013's MMORPG of the Year by both the Readers and the Editors. Some of the reviewers, like Mike Fahey of Kotaku, even copped to and admitted their 180 of opinion on playing it.



** This was an especially big issue when the player talks to [[spoiler: Midgardsomr]]. In the English voicework, his lines are short and vague, and you leave the cutscene not knowing whose side he's on. By contrast, the original Japanese is a lot more blunt and clear, and though he's still shady, he comes across as far more benevolent. According to Yoshi-P, this was intentional, since he wanted him to come across as more imposing compared to how chatty he was in Japanese.

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** This was an especially big issue when the player talks to [[spoiler: Midgardsomr]].Midgardsormr]]. In the English voicework, his lines are short and vague, and you leave the cutscene not knowing whose side he's on. By contrast, the original Japanese is a lot more blunt and clear, and though he's still shady, he comes across as far more benevolent. According to Yoshi-P, this was intentional, since he wanted him to come across as more imposing compared to how chatty he was in Japanese.
14th Nov '16 9:17:10 PM Steven
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* Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Patch 3.4 changed the mechanics a bit by letting revived players avoid the weakness status if they went down without said status or had the weakness timer reset if they had one already so that they don't get the stronger version of the effect.

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* ** Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Patch 3.4 changed the mechanics a bit by letting revived players avoid the weakness status if they went down without said status or had the weakness timer reset if they had one already so that they don't get the stronger version of the effect.
14th Nov '16 9:16:15 PM Steven
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* Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Patch 3.4 changed the mechanics a bit by letting revived players avoid the weakness status if they went down without said status or had the weakness timer reset if they had one already so that they don't get the stronger version of the effect.
14th Nov '16 2:39:36 PM cfalcon_yunica
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** [=LOLDragoon=]. See NeverLiveItDown.

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** [=LOLDragoon=]. See NeverLiveItDown.Dragoons are infamous for constantly dying to avoidable damage. Their Jump has an animation lock, so if they time it poorly, then Jump will leave them in range of an AOE attack. Square-Enix created an 8-bit version of the Titan EX fight. In the fight, the Dragoon dies almost immediately. Even SE has embraced the [=LOLDRG=] meme.
12th Nov '16 9:39:57 AM Steven
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** The Accuracy stat is widely hated due to most end game content requiring players to have their stat at a certain threshold so that their attacks won't miss so much. Healers are doubly aggravated by the Accuracy stat since 3.0 basically lowered it, which forces healers that want to throw in some DPS to have a lot of Heaven's Eye materia melded to boost their Accuracy.

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** The Accuracy accuracy stat is widely hated due to most end game content requiring players to have their stat at a certain threshold so that their attacks won't miss so much. Healers are doubly aggravated by the Accuracy accuracy stat since 3.0 basically lowered it, which forces healers that want to throw in some DPS to have a lot of Heaven's Eye materia melded to boost their Accuracy.accuracy when they could have boosted a more useful stat instead. It wasn't until patch 3.2 that the developers lowered the accuracy requirements in dungeons so that healers can actually attack and not miss so much.


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** The mechanics for progression towards floor 101 and beyond in the Palace of the Dead are widely hated. First, you have to make the attempt in a fixed party, which means you can't use random players like a typical duty finder run. Second, to even reach floor 101, you have to reach floor 100 [[NoDamageRun without a single wipe]]. If your group has a TotalPartyWipe just one, you're out of luck and have to start over and this also includes the floors beyond 100. Nothing like reaching floor 199 and then [[ShootTheShaggyDog your party gets wiped due to mishaps or just bad luck]]. What makes this even worse is if a single player leaves the instance via quitting or disconnecting, it counts as a party KO and thus your run is completely invalidated. Each set of 10 floors (starting point to the boss) can take about an hour and the trek to the 200th floor is going to be a very long one. Unless your party has plenty of free time and knows that they won't suffer any outside distractions, reaching floor 200 may as well be a pipe dream. The ''only'' saving grace in all this is you can start at floor 51 instead of floor 1.
7th Nov '16 7:36:59 AM Javier120195
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* FanonDiscontinuity: A lot of vocal fans absolutely hate at how the Warrior of Light is a defined character rather than letting the player define the character themselves. Most who are upset by this usually pretend the Warrior of Light is not their character.
6th Nov '16 8:51:46 AM Steven
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* FanonDiscontinuity: A lot of vocal fans absolutely hate at how the Warrior of Light is a defined character rather than letting the player define the character themselves. Most who are upset by this usually pretend the Warrior of Light is not their character.
26th Oct '16 11:30:53 PM Taxima
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*** Within the start of the Saint Endalim's Scholasticate questline, due to Briardien's appearance, many were worried that what could be an interesting side story (and provide some world building in Ishgard) [[TheyWastedAPerfectlyGoodPlot would be wasted]] as being another Hilibrand questline.

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*** Within the start of the Saint Endalim's Scholasticate questline, due to Briardien's appearance, many were worried that what could be an interesting side story (and provide some world building in Ishgard) [[TheyWastedAPerfectlyGoodPlot would be wasted]] as being another Hilibrand questline. This was thankfully adverted as a new Hildibrand questline was started separate from the Scholasticate.
25th Oct '16 5:06:10 PM MorningStar1337
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** Palace of the Dead's Transformation pomanders are subject to this. The Pomander of Lust transforms the user into a Succubus who can increase the amount of damage mobs can take, which leads to the party opting to save it for the Bosses unless dire circumstances are in play. The Pomander of Rage however instead turns the user into a Manticore who can OneHitKill mobs, but deals weak damage to the bosses, leading players to either use that on the floor after they find it to clear it faster or save it for when they get a Pomander of Fortune (which increases the chance of mobs dropping chests upon death) and use both on the same floor.
** Conversely, also in Palace of the Dead, there is also the Pomander of Flight. The effect of this Pomander reduces the amount of mobs on the very next floor. As defeating the monsters are the only source of experience in the Palace, this means that players get less experience. Players that know this will often decide to not use it at the early floors where they are far from the Level cap, but will see them invaluable when they are Level 60 and thus don't need the experience, and thus will use then ASAP on the 5th set of floors.
12th Oct '16 5:02:59 PM Reflextion
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** This continues to feel a somewhat hallow promise. Outside of Savage, the game remains relatively easy for the most part. In fact, Heavensward introduced the famed Knights of the Round from FFVII as a pseudo-Primal, yet they border on a pushover even for players sporting just the appropriate gear. 3.1 will offer an extreme mod challenge though. So this may change.
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