* AnnoyingVideoGameHelper: The original tutorial in ''Legacy'' was very much a case of this. The tutorial locked out ''all'' functions that hadn't been introduced yet, however obvious, important, or innocuous. Further, it interrupted what was an originally smooth narrative, and when it was first introduced, the locked targeting mode function defaulting to 'Friendly' meant that the combat section of the tutorial was actually impossible to complete with a gamepad!
** ''A Realm Reborn'' is ''vastly'' smoother about integrating the tutorial and the plot, although more veteran players tend to bristle under some of the level and quest gating - for example, armor dyeing, a very simple function, is unavailable under any circumstance until level ''fifteen''. Airship travel between city-states is similarly unavailable until quite a bit after you're likely ready to use it (unlocks at level 15) and more crucially makes it difficult to meet up with a friend who doesn't start in your city, and the Armory system[[note]]The ability to switch between jobs by switching your main-hand equipment[[/note]], an important part of character development, is locked until level 10. That being said, the game provides an incredible number of ways to earn XP, and makes getting to level 10 possible with a couple of hours of work. It's the actual story that slows down the leveling curve, as the player watches cutscenes or travels to new areas.
*** The gating can also be a bit exasperating later on with optional dungeons and such always needing a quest (which is usually just "talk with an NPC in front of the dungeon"). Every levemete location also requires you to complete a "trial" leve before you can choose freely (or even turn in the battle leves you might've picked up in the capital).
** In-universe with Brayflox Alltalks, the goblin landowner of Brayflox's Longstop. In the second fight, she shows up being chased by a drake that you need to save her from. The drake itself is only a bit less durable than the boss and has a very damaging fireball, but after you kill it Brayflox decides to "help" you fight the boss by detonating bombs (that hurt you) and taunting the boss, then running behind one of the party members right as it begins to cast fire breath. A later patch fixed this so that her bombs no longer harmed the players. Averted in the hard mode version of the dungeon where Brayflox hangs back and doesn't get involved with the battles.
* AntiClimaxBoss:
** Recent nerfs have made the fight against Garuda disappointingly easy. Originally a ThatOneBoss on par with Titan and touted as the strongest of the Primals, she is now considered a bit of a BreatherBoss who even an inexperienced party can beat with ease.
** [[spoiler: The final battle against Lahabrea is a pitiful boss to the point that he's really nothing more than a PostFinalBoss. So long as your healers are half-awake during the battle not only is he easier than the last two fights against the Ultima Weapon, it wouldn't be much of a stretch to say that he's easier than the battle with Gaius on the elevator.]]
** Considering how hyped up he was, the Hard Mode version of the Leviathan fight is depressingly simple and easy, and even a poorly geared group of first timers can stumble through it with maybe a single wipe to Tidal Wave before they figure out how to avoid it. [[HarderThanHard Extreme Mode]], however...
** Despite having interesting mechanics and some of the best visuals of any ''Franchise/FinalFantasy'' final boss to date, ''Heavensward's'' final boss [[spoiler: The Knights of the Round]] doesn't do nearly enough damage to pose a threat to even an at-gear-level player, and wiping on him requires completely ignoring mechanics that the earlier dungeons have been grooming you to counter. The devs seem to have acknowledged this and thus to the joy of many players, an EX version of the fight was released in 3.1.
** Invoked with the fight against Nidhogg in 3.0. Due to only having one eye and Estinien using the other eye to weaken him, Nidhogg goes down quite fast. Most players would naturally feel disappointed that a mighty wyrm offered no challenge, but this quickly changes after [[spoiler: Estinien claims both of Nidhogg's eyes, allowing the dragon's rancor to consume him as a new host. By 3.3, Nidhogg is at full strength and the fight against him shows just how powerful and dangerous he has become, with a normal mode that's easily on par with some of the hardest story-required fights and an Extreme mode that is absolutely ''hectic''.]]
* ArcFatigue: A common complaint from newer players is the ''massive'' number of Main Scenario Quests required to unlock access to the ''Heavensward'' areas, not helped by how many of those quests involve lots of "[[FetchQuest go here, talk to this person]]" and/or long, exposition-heavy cutscenes. Yoshida admitted that putting ''Heavensward'' behind a gate that requires completing all 2.X content was a mistake and are looking into making 4.0 not require similar conditions to unlock.
* AuthorsSavingThrow:
** Easily the best example in the series so far. The original game had an absolutely dismal reception among both fans and critics. ''A Realm Reborn'' on the other hand has been getting glowing praise, [[http://www.siliconera.com/2013/11/05/final-fantasy-xivs-exceeds-square-enixs-expectations-prompts-earnings-forecast-increase/ singlehandedly took Square Enix from losing money to being profitable]], and surpassed ''VideoGame/FinalFantasyXI'''s subscriber figure almost immediately. Additionally, nobody and nothing from the game made it into either ''[[VideoGame/DissidiaFinalFantasy Dissidia Duodecim]]'' or the first ''[[VideoGame/TheatrhythmFinalFantasy Theatrhythm]]'' because Square barely wanted to acknowledge the game even existed. Come ''Theatrhythm Curtain Call''? Y'shtola's on the cover, songs are in, and according to Square reps at Tokyo Game Show, this is as a matter of course. And ''VideoGame/{{Lightning Returns|FinalFantasyXIII}}'' had its crossover costume with ''XIV'' promoted very heavily.
** While 2.0 was met with a lot of praise, over time, players grew critical of the characters and the player character; they didn't like how major characters didn't do a whole lot and spent most of their time ordering the player around while they also didn't like the player character just doing what they're told and nothing more. ''Heavensward'' tackles both issues by having the major characters be a lot more proactive and having the player character not just emote more often, but also form bonds with several characters to flesh them out and show them as more than just a strong character that kicks ass.
** The moogles in the Churning Mists side quests and main quest during 3.0 was met with massive backlash due to the moogles coming off as extremely lazy and having the player do everything for them while also forcing them to search high and low for certain moogles when called for. 3.3 makes up for it by having the moogle beastmen quests make moogles eager to work while only asking help from the player when necessary and other quests lets everyone get their revenge on the moogles by either forcing the moogles to gather materials, find other moogles, or even giving the player a prompt to literally slap a moogle for mouthing off.
* [[AwesomeBosses/VideoGames Awesome Bosses]]:
** Ravana's hard mode fight is generally considered one of the best, if not ''the'' best primal battle in the game.
** The final boss of Heavensward's main story quest [[spoiler: the long awaited reappearance of the Knights of the Round summon from FinalFantasyVII. This is also marks the second appearance of the Knights of the Round in the main line Final Fantasy games. The story mode version is a visual spectacle, praised as one of the most beautiful battles in the series. It's Extreme mode is praised for being one of the most challenging battles in the game as of 3.20]]
** Brute Justice in the 8th floor of Alexander. It's praised for being a fun challenge, intentionally campy in concept (in the best way possible), and just an all around awesome battle and a massive improvement from the bosses from the Gordias segment of the Alexander raids. Oh and did you notice its theme song a few tropes below this? The fight actually syncs up with the music for most of his flashier (and hardest hitting) attacks. And the Brute Justice (Savage) fight ramps all of these things up to 11 with a final form transformation.
** The duel against Flame General Raubahn in the patch story quests for Heavensward. The fact that he sets the stage by incapacitating all your allies singlehandedly (in every literal sense of the word) before surrounding an arena with fire and engaging you makes it all the more awesome.
** The Final Steps of Faith, aka [[spoiler:Nidhogg, in the final climax of the Dragonsong War.]] The fight feels just as epic if not more so than Thordan, and the threat of wiping ramps up as the phases pass. Add in the Heavensward theme "Dragonsong" playing in the background and remixing into more and more epic versions each phase, and you have an amazingly adrenaline-pumping fight.
* SugarWiki/AwesomeMusic: Whatever else the game may be, it's a Final Fantasy title. [[AwesomeMusic/FinalFantasy And it's got some pretty nice tunes, yo.]] Special mentions go to the Primals music, with each one having its own fantastic theme, and the [[spoiler:Ultima Arma]] battle theme, both [[http://www.youtube.com/watch?v=r1iI8ZBnqEo part 1]] and [[http://www.youtube.com/watch?v=Z3rjUkETRck 2]].
** Both of Ravana's themes qualify, but especially [[https://www.youtube.com/watch?v=FV_IP4mNJCI the one from his second phase]], an operatic war chant on the battles and conquest of the Gnath.
** Brute Justice from Alexander Midas takes the regular Alexander boss theme and the Alexander final boss theme and proceeds to combine and remix them into a [[https://www.youtube.com/watch?v=-pdqUzOH_Hg 70's sentai style battle theme]]. It's every bit as amazing as this sounds.
* [[Awesome/VideoGameLevels Awesome: Video Game Levels]]: [[TheVeryDefinitelyFinalDungeon The Praetorium]] is generally seen as a very awesome dungeon, with good visuals, excellent music, and pretty cool bosses. Sadly, most people don't want to do it again, since the dungeon can take quite a lot of time to complete, and new players will be rushed by other players to just skip the cutscenes.
* BaseBreakingCharacter:
** Minfilia. People either hate her for being captured multiple times, being too passive, and simply not doing anything to help the Scions or the player character directly or people like her for being a supportive character that uses diplomatic approaches instead of charging in head first. She certainly wouldn't get as much flak if [[NeutralFemale she wasn't so passive in cutscenes]]. It reached the point where [[spoiler: her death in Patch 3.2 was met with a sizable chunk of the fanbase rejoicing no matter how hard the game tried to play it as a tragedy.]]
** As of Patch 2.55, [[spoiler:Kan-E-Senna and Merlwyb]] are starting to get these reactions, due to them [[spoiler:abandoning Raubahn, the Warrior of Light, and the Scions when the [=WoL=] is accused of killing Nanamo, despite knowing how corrupt the accuser (Teledji Adeledji, with the [[CorruptCop Brass Blades]] and [[FaceHeelTurn now]] the Crystal Braves aligned with him) is.]] Some view this as unforgivable [[spoiler:as they're basically abandoning Raubahn to save their own skin, despite Nanamo requesting them to help him after revealing to them her plan to abolish both the monetary and monarchy earlier.]] While others view this as a wise move [[spoiler:to avoid a civil war between Ul'dah, as well as to ensure the security of their own city-states ([[FridgeBrilliance which explains why there are no Crystal Braves in Gridania or Limsa Lominsa respectively anymore]]). Merlwyb's statement that their own city-states come first before the alliance either helps or hurts their standing. Talking to other characters in Limsa Lominsa reveals that Merlwyb believes you are innocent and that Lominsan lands are safe for you and the remaining Scions)]]. It is made clearer in the Japanese version that Merlwyb would have loved [[spoiler:to have shot Illberd right then and there, but her aide reminds her she can't without causing the situation to get worse and become an international incident, so she flees with Kan-E-Senna]].
** Hildibrand. Either he is immersion breaking with his over the top comedy styled quests or he's a breath of fresh air that lightens the mood in a game where everything is dark and serious.
*** 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.
* BreatherBoss:
** Pharos Sirius's Tyrant has few hit points for a boss even at the appropriate gear level, and does nothing more dangerous than spawn minions and use an easily dodged Area of Effect spell. While all bosses get easier as better gear is released, Tyrant stands out for the fact that it can be killed in as few as 10 ''seconds'', even with the slightly restricted gear item levels. Considering his fellow bosses are still somewhat challenging even with the aforementioned power creep, though. it's not entirely unappreciated.
** Shiva's extreme mode is disproportionately easy compared to Ramuh EX, a mechanically intense fight that's nearly impossible to do with a pick-up-group. Shiva's mechanics are easy to memorize, not terribly threatening, and she has hardly any "you mess up, you die" mechanics aside from her ice bow, which dodging is as easy as moving behind her. All in all, she's considered extremely farmable by random groups.
* BrokenBase: It's an MMO and a ''Franchise/FinalFantasy'' title, neither of which have a particularly unified fanbase. [[BrokenBase/FinalFantasyXIV Put them together, and this was inevitable.]]
* ComplacentGamingSyndrome:
** The original 1.0 release was particularly notorious for this in regards to end game content. Warriors were flat out better than Paladins, thanks to the fact that a Warrior's attacks were boosted by both the Strength and Vitality stats. Furthermore, the Warrior's Steel Cyclone ability was not only powerful, but also allowed the Warrior to [=AoE=] tank. Bards and Black Mages could safely stand back and use ranged attacks for massive amounts of damage, with Bards also doubling as back up healers since the Conjurer job was one of its original sub-classes. A lot of players began demanding that parties only consist of these classes, locking out those who preferred playing as Paladins, Monks, and Dragoons. Upon launch, it was evident that version 2.0, A Realm Reborn, took a number of steps in improving gameplay balance to avoid, or at least reduce this[[note]] While Warriors still hit harder than Paladins, the Paladin does benefit greatly from vastly improved survivability and target lockdown, making them superior for single-enemy fights like bosses. Black Mages, though still very hard hitters, burn through mana much faster, and especially so if using area-effect spells . Bards are not quite as powerful as they were before, often coming out in the lower spectrum of DPS while serving more of a support role with access to party-wide buffs. Monks have excellent DPS that only gets better the longer they fight, but can't survive too many hits. Dragoons are positional combatants that deal more damage by moving around constantly, and have heavier armor than any other DPS class. And on and on[[/note]].
** DPS caster roles tend to be in high demand for dungeons and trials that have multiple enemies the party has to fight at once. Why? Because the person playing as one of these classes has a massive AOE LimitBreak that can seriously wreck multiple targets at once. A grand example of this is the fight against Ifrit (Hard) where the party needs to destroy multiple nails quickly less they suffer a OneHitKO attack from Ifrit's Hellfire.
** Bards and Black Mages are among the most commonly seen DPS role classes. Not because they are significantly stronger than Dragoon, Monk, or Summoner (indeed, of a group of level 50 characters, with equal gear, many of these other classes, the Dragoon and Monk have ''higher'' DPS, and the Summoner has a pet that can keep attacking even when they can't if they're busy dodging [=AoEs=]), but because they are significantly easier to play as they can stay at range (whereas a Monk or a Dragoon has to stay close to the enemy, and as a result can't avoid some attacks easily and loses time running out of some [=AoEs=]; The Howling Eye (Extreme) fight against Garuda is especially not Monk/Dragoon friendly ''at all'', her wicked wheel attacks being able to make short work of your Tank if he doesn't use his defensive cooldowns wisely, and is a one hit K.O attack on any other class nearby), don't have to change positions every 10 to 20 seconds, have easier ability upkeep, and generally require using the same 3 or 4 abilities or spells to put out significant amounts of damage. Every other ability or spell of a Bard or Black Mage, are situational abilities, outside of their core damage abilities.
** Tackling end game content like extreme primals and the Binding Coil of Bahamut will usually be done by players who have watched a tutorial video first and expect everyone else to do the same before they attempt the challenges. The only time players will tackle content without watching a video beforehand is when there's no videos at all due to the content being just released.
** Speed running is notoriously popular for level 50 dungeons. The most common tactic is to have the party's tank pull every trash mob possible and have everyone spam their AOE abilities to quickly kill everything one shot, which is technically faster than taking on one group at a time. The act of speed running has caused quite a stir among the player base since people who are in favor of speed running might start doing it without checking to see if the rest of the party wants to do it or if they can even handle it. Those who like speed running feel it's a valid tactic and people should learn to adapt instead of causing everyone to slow down.
** DPS classes are played far more often than healer and tank classes due to the fact that people feel less bored pumping out damage instead of spamming heals or maintaining aggro. On top of this, most DPS players roll as a Bard or a Black Mage due to the former being able to spam their abilities without needing to be in a certain position like other classes while the latter has a very simple rotation. Because not many people play as a tank or a healer, the wait times in the duty finder can get notoriously long unless you sign up for a duty that's very active.
** For chocobo racing, Head Start and Choco Dash were the most used abilities since Head Start lets you start the race at max speed and Choco Dash is basically the dash panel in your pocket that can be used at will. The combo was so effective that everyone used it to get a huge lead at the start. Patch 2.55 would counter the strategy by making the buffer from lather (time it takes for lather to start sapping your stamina quickly) become extremely short.
** 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.
** EXP grinding used to be done through [=FATEs=] endlessly while dungeons got ignored because completing a FATE with a group of people was a lot faster than running a dungeon and doing groups of [=FATEs=] over and over would net players a bigger EXP payout in the long haul. The devs eventually changed things up where EXP in dungeons were better than ones gained in a FATE while doing a FATE is still a nice quick EXP gain while one waits for their duty to pop. However, 3.0 made leveling up past 50 notoriously tedious due to how much EXP one needed to get to the level cap of 60. People then discovered that, despite the level sync, getting EXP for a FATE in Northern Thanalan was not only faster, it was also faster than gaining EXP from a FATE in the new ''Heavensward'' areas and its dungeons. Grinding [=FATEs=] in Northern Thanalan grew so popular that not only does everything die in a matter of seconds due to the sheer amount of players, but many players have even resorted to using a bot program so that a computer can do the level grinding for them in a fairly quick manner. A patch rectified the problem by boosting the amount of EXP a FATE gives in the 3.0 areas, making them more viable compared to the old ones in the 2.0 zones.
** When ''Heavensward'' launched, the new healer class Astrologian suffered from this when compared to the other healer classes. In 2.X, a combination of a White Mage and Scholar provided what was considered an optimal balance of healing and utility, with the White Mage offering tremendous burst and party-wide healing, and the Scholar providing damage, asynchronous healing from their fairy, and several utility skills. In comparison, Astrologians offered both lesser healing and lesser utility and damage, with its unique card mechanic supposed to make up for the difference. But even those seemed inadequate. Patch 3.05 buffed their abilities somewhat, then patch 3.07 had several massive buffs that resolved the class' rougher edges, bringing them to a state where they're generally agreed to be as useful as the other healing classes.
* DamselScrappy: Many consider Minfilia to be this for getting herself captured multiple times and never fights back against her captors/enemies, despite carrying a custom knife.
%% * DesignatedHero: Averted with the Player Character. The three city-states on the other hand...
* EarWorm: Only one thing needs to be said: [[https://www.youtube.com/watch?v=v7c9tJ5AYN4 PaPaya~ Paya PaPaya Paya~ Pa Paya~]]
* EnsembleDarkhorse:
** Sisipu, the only other NPC from 1.0 that ''everyone'' apparently remembers by name.
** As of ''ARR'', '''[[BoldInflation HAMON]] [[EmphasizeEverything HOLYFIST]]''' is getting way up there too, as easily the most popular (and hilarious, and lovable) of the class guild-masters.
** Even people who haven't played the game have heard of Good King Moggle Mog, thanks to his awesome battle music and its ridiculously silly lyrics.
** 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]].
** Hildibrand is rather popular amongst the fanbase as well, for his hilarious side story line and dialogues and borderline UncannyValley (in a good way) facial expressions.
** Edda Pureheart started off as a simple FlatCharacter in an early story quest where the player sees a band of adventurers break up due to Edda's incompetent healing costing her the life of her fiance, who was also the party's tank. In patch 2.3, [[spoiler: Edda returns while being completely insane and broken over the grief she endured since her fiance's death. Even after she falls to her death by slipping off a ledge, she briefly returns as a creepy ghost for one scene. Many fans instantly liked Edda's return and hope that she comes back in a future update. Even Yoshida hopes to bring her back in some form. Edda did make a brief cameo in the anniversary event by an artist drawing her and her fiance monster looking happy together (in a very creepy way).]]
** 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.]]
* EpilepticTrees: Has to be mentioned here because the end of the core story in ''A Realm Reborn'' is very deliberately set up to invoke a ''ton'' of this, as it drops a ton of amazing reveals late in the plot and after the credits roll. [[spoiler: Namely, the possibility that the Ascian lords are ''The Twelve Scions of Light'' from the Ivalice setting, and they're trying to bring Zodiark into the world. And the fact the Ascian Igeyorhm has the same haircut as Lightning of all people.]] The end-quest for Summoners pours fuel on the fire, too - [[spoiler:Belias is an elder primal]]. Exactly what all this means has been driving people into fits of mass guessing.
** Between 2.55 and ''Heavensward''; [[spoiler:Tataru]] working for [[spoiler:Lolorito or the Crystal Braves]] was a popular fan theory due to the oddly worded conversation she gives you in Costa del Sol as well as the rather suspicious grin she gives the warriors once she leaves.
** ''Heavensward'' gets in on this action, too: [[spoiler:anyone paying the least bit of attention will begin to have some serious suspicions about the origins and nature of the ''player character'', and then of course there's that bit with Elidibus and the "Warrior of Darkness" on the moon, which is basically just Square shaking a tree in your face]].
* FandomBerserkButton: Trying to claim the game was better/worse before or after Yoshida took over tends to get the fans riled up. Ditto if people start comparing the game to ''VideoGame/FinalFantasyXI''.
* FanNickname:
** 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''.
** Titan's Mountain Buster attack is given the nickname of "Table Flip", due to the animation making it look like he's [[FlippingTheTable flipping an invisible table.]]
** [=LOLDragoon=]. See NeverLiveItDown.
** Team jump rope, used to describe how most end game content is done where everyone in the party has to follow every scripted step in the battle in harmony with one another and anyone who screws up a step will likely cause the party to wipe.
** Popotoes/Potatoes, Giraffes and Ala Mhiggers for Lalafells, Elezen and some Highlanders respectively
** Pepsiman for the Living Liquid boss of the Alexander raid.
** 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).
** Many players like to call Mor Dhona as "More Donuts".
** 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).
* GameBreaker: The Briar item for the chocobo races creates an AOE attack where any player who gets caught in it will suffer a massive stamina drop the longer they are in it. On a narrow path with no way to slow down or speed up to avoid the attack? You're boned. To make matters worse, multiple players using the item at the same time and in close proximity with one another makes the effect stack and if you get ganged up like this, you might as well go AFK until the race is over because it will become impossible to recover. The only way to completely avoid the attack is to use the Sprint Shoes, Stamina Tablet, or Hero Tonic, but that's assuming that RNG was good enough to you so that you have any of those items in the first place. Choco Meteor is also a huge game breaker due to how powerful it is and only the Hero Tonic can block it, which is rare in itself. The item basically gives a massive stamina drop to every player in front of the user and prevents them from accelerating. It's also entirely possible to have multiple Choco Meteors be used back to back, basically screwing everyone caught in the crossfire.
* GameplayDerailment:
** The Hunts, prior to patch 2.4. To make a long story short, their rewards were good enough and easily accessible enough that most players simply camped out waiting for them to spawn instead of running dungeons as the dev team intended. The patch decreased the rewards significantly, bringing the frenzy around hunts down to reasonable levels.
** The Triple Triad tournament, which gives players prizes if they come in the top 20 by winning against [=NPCs=] and players to rack up points. People quickly discovered that there's no rule or limit on how you earn the tourney points, so players began to cheat the system by playing against their friends to boost themselves endlessly.
** PVP has devolved into this due to a general lack of interest from the community, resulting in enormously long queues. Upwards of an hour is actually considered ''common'' for many. Thus, players have taken to "win-trading" by grouping into two teams of three/four, setting the party finder to only search for French/German and slaughtering each other while naked, so they can stockpile Wolf Marks - PVP's unique currency, used to purchase the exclusive PVP gear.
** 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.
* GeniusBonus
** In the English localization, the Alchemy level achievements are named "Tis True Without Lying", which is the Sir Isaac Newton translation of the beginning of an ancient alchemical treatise called The Emerald Tablet.
** The Disciplines of the Land, Hand and Magic and War bear a certain resemblance to the Japanese adaptation of the Confucian philosophy of ideal social hierarchies.
* GoddamnedBats:
** 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.
** Same deal with normal mobs near a FATE; not only do they not count towards your FATE contribution, you'll probably be level-synced down to their level, making them aggressive if they weren't before, and more dangerous besides. These kinds of mobs will just annoy you and force you to dispatch them so that you don't rack up unnecessary damage, though they'll just respawn.
** 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.
** Skeletons, they're pretty standard and usually have low HP, but they have an attack called Hell Slash that always does a flat percentage of your max HP, meaning that even a overgeared tank will take a good chunk of their HP in damage. And in story quests they tend to get paired with other enemies who can do more genuine damage.
** 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 and constantly causes poison-like damage over time for ''10 minutes''. The only way to remove Pox is with a specific item only found in the dungeon.
** Palace Skatenes in the Palace of the Dead are annoying for their Chirp ability, which is a massive AOE Sleep. While they can be stunned or pushed back to interrupt the ability, you may not always have party members who will have those specific abilities. On their own Skatenes are a minor annoyance. If they come in pairs or other monsters join in, you're going to be in a world of hurt.
* GoodBadBugs: At 3.0's launch, there was a massive cluster of level 58 monsters in The Dravanian Hinterlands near the zone border leading to The Dravanian Forelands. Many players had their share of fun trying to see how long they could survive the onslaught, though Square fixed it in a matter of a day.
* GrowingTheBeard: Many fans, despite enjoying the game as a whole, claim that ''A Realm Reborn'' has a few weaknesses that held back its potential, which include the voice acting, lack of challenge in dungeons, leveling a class taking too long, etc. When ''Heavensward'' was released, most of the issues were resolved; voice acting improved, character relationships and dynamics were made more apparent, dungeons and raids were made more reasonably difficult save at the extreme top end, and the plot improved substantially. Many people that didn't like how 2.0 was made were pleasantly surprised at how 3.0 improved on many things. 3.0's only real stumbling blocks were the Savage mode of Alexander maybe being tuned a little ''too'' tightly in its later stages, even for most hardcore raiders, and for the first patch taking five months to arrive (mostly because after 3.0's release, the team desperately needed a vacation).
* HarsherInHindsight: Ilberd's statement towards [[spoiler:[[TheMole Eline Roaille]] that he would rather cut off his arm than to raise a hand against a friend]] becomes this as come Patch 2.55 [[spoiler:not only does he betray Raubahn by admitting his role in Nanamo's death, but cuts off his left arm to protect Lolorito.]]
* 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.]]
* HypeBacklash: The new jobs introduced in 3.0, namely the Dark Knight, Astrologian, and Machinist, were hyped up a big deal in their previews many months back. When people actually got to play with the new jobs, there was a slew of complaints for Astrologians not having enough healing potency like a White Mage and lacking strong versatility like the Scholar. People who tried Machinists complained about the class having RNG in its abilities and overall DPS output being too low. This is also evident in duties where people are sticking to the old jobs for the new content.
* ItsEasySoItSucks: Many veterans of ''VideoGame/FinalFantasyXI'' and legacy players from 1.0 see ''Final Fantasy XIV'' as too easy and that a lack of punishment for failure is unappealing. People also see the hard mode dungeons as pathetically easy, despite the fact that said dungeons were designed for people who just finished the main story line and weren't made for people who have the best gear. Old content that have their difficulty reduced to allow new or struggling players to catch up are also seen as promoting bad players in the eyes of the more hardcore players. During the 2014 fan fest, WordOfGod stated that 2.0 was made easy on purpose since they were catering towards people who never played an MMORPG before. They also stated that with the level cap being raised to 60 when 3.0 launched, there will be increased danger and difficulty since the training wheels are now off.
** 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.
* 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.
* JerkassWoobie:
** 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)]].
** A good number of {{Tragic Villain}}s fall under this such as Foulques of the Mist and [[spoiler: Eline Roaille]].
* [[HoYay Les Yay]]:
** The above mentioned ''entertainers'' in Ul'dah don't mind offering their services to female player characters. Also, almost all of said performers happen to be [[{{Catgirl}} Miqo'te]].
** ''ARR'' introduced a few more moments like this, such as a Mi'qote (again) who lets players of both genders know she doesn't mind if ''you'' look in on her bathing every now and then, and even comments about it if your character is female.
* LootDrama:
** 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.
** The Atma items needed to create a player's Atma weapons have also caused heavy drama between those who gotten the items quickly and those who haven't been as lucky.
** 3.2 introduced music scrolls that could be obtained in a variety of ways and one of them involves clearing the old Crystal Tower raid series. Since the scrolls drop from coffers, they have to be rolled on and there has been much drama over who should get the rare scrolls. This is also the same case for the Echidna card in the Void Ark, which used to be a random drop before 3.2 changed it by having the card appear in a coffer that must also be rolled for and there's nothing stopping players from rolling on the card if they had already claimed one for their deck.
*** 3.3 changed the Echidna card to once again drop straight into your inventory to avoid the [[LootDrama Loot Drama]].
* MemeticBadass: '''Godbert Manderville''', granted, even in his introduction when he's shown as having felled a full grown chimera ''naked'' with nothing but a blacksmith's hammer, people began talking up his other incredible feats of strength, theorizing he's anything from an incarnation of Byregot (the god of craft) to an Elder Primal. The fanbase's reaction may have been why he was granted a role in the main story as one of the leaders of the syndicate, and later Hildibrand story quests have him topping himself with ''even more'' ridiculous feats like [[spoiler: using a limit break by himself that makes his hammer grow as big as a small house, and using it to call down the equivalent of an ''orbital laser''.]]
** Taken even further now that Godbert has open up [[SidetrackedByTheGoldSaucer the infamous Manderville Golden Saucer]].
* MemeticMutation: [[Memes/FinalFantasy But of course.]]
* MostAnnoyingSound:
** While creating your character, the game insists on sampling the voice chosen with a hearty "Ha ha!"
** Made worse in crowded areas with a lot of players since the game starts to play noisy crowded city sound effects which have the same few voice clips played over and over again.
** Some of the voice clips tend to play in rapid succession in combat, when it's a female character with the highest pitched voice, you'll grow ''very'' annoyed of hearing their ear-splitting high battle cry on nearly every ability cast.
** 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.
** Fighting the final boss of The Vault dungeon will quickly have you reaching for the mute button due to his very loud voice. Hope you enjoy hearing him scream "SICKNESS MUST BE PURGED!" every time he uses his party wide hitting fire spell, which he uses fairly often.
* {{Narm}}: See the [[Narm/FinalFantasy main series page.]]
* 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.
* PlayTheGameSkipTheStory: Despite the game having an incredibly rich lore on even the most minor things, some people simply don't care about the story and will skip every cut scene or dialogue box just to be able to advance or get their gear without being slowed down by the text. While this is not a problem normally, the people who don't care about the story tend to get lumped with the people who do care (or at least first timers to the content and wish to experience it), leading to some rather unpleasant experiences all around.
** It was primarily for this reason that all cutscenes in dungeons and trials released since 3.0 take place at the beginning or the end.
* RescuedFromTheScrappyHeap: Alphinaud was widely disliked by the fan base for being a GloryHound and for being stuck up on morals and doing the right thing. After the events of 2.5, he gets a major wake up call and the Heavensward scenario has him being more proactive and treating the Warrior of Light as an equal and a friend.
* 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.]]
** Players of Dark Knights in particular agree with this sentiment when you learn how the city-state treated the first Au Ra refugees; [[spoiler: Upon seeing them, they turn them away from the city believing them to be Dravinian, and then once they're far away enough from the city to retaliate, the temple knights ''open fire with cannons'', killing untold men, women and children seeking shelter from Garlemald.]]
** 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.]]
* TheScrappy:
** 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.
* ScrappyMechanic: A buttload of them:
** Line of sight determines whether or not you can use your abilities on a target. If your target suddenly runs behind an object or changes elevation, you can no longer "see" them and your ability gets canceled if you were trying to use it on the target. Naturally, [[TheComputerIsACheatingBastard the AI will see you at all times, even through solid objects]].
** Teleportation fees. Every time you use the Teleport spell to warp to a city or town with visited previously, it costs you some gil. The farther away your destination is, the more gil it costs. You'll find yourself spending gil wildly if you have to travel from place to place and don't want to spend several minutes traveling on foot. And the main quest just loves to send you all over the place. You can save some gil by marking up to 3 favorite destinations (not that the game tells you anything about that), though.
** Any FATE. On the one hand, it can be a good way to level-up while you are waiting to join a dungeon. On the other hand, you are required to complete some groups of FATE in order to do some quests (like the ones to unlock the Crystal Tower and the one you need to complete a tribal quest), and sometimes you will waste a lot of time doing absolutely ''nothing'' while waiting for the FATE to happen. Not to mention the Odin and Behemoth's events, which are basically unplayable for [=PS3=] players due to the overload of people participating at the same time to those (and even if you are able to play, chances are you won't be able to actually see the boss). To top it off, many of the beastmen quests and a good chunk of the relic steps (both 2.0 and 3.0 relics) require players to clear specific [=FATEs=], which means a long time just idling and waiting for that one FATE to pop up.
** The quest that can boost your InfinityPlusOneSword to even higher levels of power requires players to take part in any FATE they want in specific regions in order to get 12 Atma items. Sounds easy, right? Doing the [=FATEs=] is easy enough, but good luck trying to endure the super low drop rates for the items you need to get. Because the drop rate of the Atmas are extremely low and are subjected to RNG, you have people who have either gotten all the items fairly quickly or people that have spent ''hours/days'' trying to get the items to drop and have no luck at all. What's even worse is getting all 12 Atmas isn't enough to power up your relic weapon; all it does is change the weapon's appearance slightly. To get the weapon to its full glory, you have to grind for several books and each book originally cost ''1500'' mythology tomes. Each book also contains challenges you have to complete in order to power up your weapon (beat the final bosses in dungeons, kill specific enemies, etc). While the grind for books is FAR more bearable than the RNG drops of the Atmas, you'd still be spending a ''lot'' of time grinding. The outcome was apparently so bad that the developers delayed the patch containing the Novus relics due to the fact that ''not enough people'' had their Animus relics at the time. Patch 2.4 made the Atma grind easier by increasing the drop rates and changed the costs of the books to 500 soldiery tomes each.
** The Atma styled grind returned in patch 2.45 for the Zodiac weapons by having the player run dungeons, beat the final boss, and pray that RNG is kind to them by dropping the quest items they need. Unlike the FATE system that has you waste just a few minutes each time, dungeons can take 30 minutes or more to complete and it can easily wear out players who are caught on a huge unlucky streak. Fortunately Patch 3.1 removed the RNG and made the quest items guaranteed drops.
** Duty finder cooldowns, which apply if you are the first person in your party to quit in the middle of a quest. While the mechanic's purpose is to deter people from pulling a RageQuit, it also punishes players who just want to give up a quest that is too hard or want to leave a party that is just awful. If you dare to be the first one to quit a duty, hope you enjoy not being able to do another quest for 30 minutes.
** 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.
*** A related, if rare issue are pathing issues with the jumps. Using the basic jump from a ledge may result in you landing below the ledge, while the other jumps may fail to land at all if there is an obstacle in the way. Thankfully most bosses are fought in completely flat terrain.
** The Random rule for Triple Triad. Against another player, it can bring some excitement and new strategies on the fly, but when you play against an NPC, their version of "random" is having 4 to 6 different cards that are all powerful while you're possibly forced to use weaker cards from your collection. Whatever cards you claimed stays with you forever and that includes the starter deck that the Triple Triad Master gives you as an introduction to the game. To make matters worse, the new NPC opponents introduced for ''Heavensward'' use the Random rule almost exclusively while using other rules on top it that makes Random even worse, such as Chaos and Roulette.
** 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]]
** Getting new cards via RandomDrop. Playing in certain dungeons, raids, or fighting against primals gives you a slight chance of getting their cards. Beating an NPC might get you a random card. Buying the booster pack at the Gold Saucer will also give you a random card. The path to getting 30 cards so you can make the rare card rule less annoying borderlines EarlyGameHell thanks to RNG determining what cards you get or if you even get a card to begin with.
** 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.
** Story cutscenes in dungeons. While they are definitely worth watching, anyone who has already seen them will be chomping at the bits to carry on. Especially in dungeons with 8 or more players its probably better to just skip them all and watch them in peace at an inn later. There is an option to automatically skip every cutscene you've already seen, but for some reason this still stops you in your tracks for a second beginning to fade to black for it.
** Aether Currents. A mechanic introduced in Heavensward. Attune to all 15 (or 5 in Azys Lla, the expansion's final area) Currents, 10 of which are found in the map itself and 5 of which are obtained by quests (again, aside from Azys Lla, as the map-based Currents are removed) and you can fly in the area. The 10 map-found Currents can be rather tricky to find, though, as the Aether Compass you are given to find them with doesn't include a Z-axis. In addition, some quests can only be completed by being able to fly. [[TemptingFate But surely these sidequests that require flying can't be too important. They're only there for experience, right?]] One of the sidequests that requires flying is the quest to access Neverreap, one of the (as of patch 3.05) two end-game optional dungeons required for obtaining currency for end-game gear. Needless to say, people were not amused.
*** The larger zones themselves can be quite aggravating before you can finally fly, which is much faster.
** 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.
* SidetrackedByTheGoldSaucer:
** Just like in ''VideoGame/FinalFantasyVII'', you can say fuck it when it comes to saving the world and waste your time playing mini games and cards. Emphasis on the card games.
** Remember how addicting [[VideoGame/FinalFantasyVIII Triple Triad]] was? ''It's back~''...
* SpecialEffectFailure:
** [[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.
* StopHavingFunGuys: This comes with being a MMO:
** Back in the day, just TRY having walked around town with any gear with an Optimal rank that's 10+ ranks above above your own. Yes, walking around town, don't even think about fighting or looking for a party.
** If you were a Thaumaturge above rank 25, everyone expected you to have the Protect and Shell spells... two Conjurer abilities. Granted, getting to rank 16 Conjurer wasn't a hard task even back then, but naturally not everyone will always spend time leveling other classes until much later.
*** 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.
** For the longest time in Legacy, even ''playing'' as a Paladin. Paladins had excellent defense but not much else (at least until they got buffed quite late in the Legacy content cycle,) meaning that their primary contribution to harder battles was their ability to tank hits and heal. Warriors, who combined good defense with the ability to clear dungeons by simply sneezing, were the preferred PrestigeClass by most veterans, and as such were typically far more in demand than Paladins.
*** 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.
** For level 46-49, FATE events are the best way to level due to being fairly starved of quests, this leads to a crowd of people who will adamantly refuse to complete the actual objective in favor of grinding XP on the mobs that respawn quickly when said FATE is occurring. This leads them to harass and try to chase off anyone who doesn't want or know you can farm like that and go ahead and complete the objective anyway.
*** Mostly alleviated now that people have realized that finishing the FATE gives a very sizable chunk of experience, and finishing [=FATEs=] quickly will cause more to spawn, making finishing them quickly give overall more experience for your time.
** Being a Conjurer/White Mage will also invoke people telling you that you don't know how to be a proper healer if you don't constantly spam Cure spells on them or buff them every single time with Protect, Stoneskin, or Regen. Heaven forbid that any of your allies get KO'd in your presence. The problems just get amplified when there's a ton of things going on that causes the party to be heavily damaged and hit with status debuffs at once. If you're knocked out as a healer, you can also expect someone to complain that it's your fault that you went down and made the team suffer for it.
** 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".
*** Patch 2.1 took a number of steps to address this (one major one being that the two dungeons are no longer the only easy way to get the tomestones), but it does still crop up.
** There is a ''lot'' of hostility from the squishier DPS classes and healers towards tanks who try to DPS during FATE events, particularly higher-leveled ones, or generally suboptimal tank performance therein, generally because tanks who are DPS-ing are usually not trying to draw hate, leaving everyone else to fend for themselves aggro-wise, which tends to end poorly for the squishies involved in the event. (Though this might be a self-perpetuating problem, as the number of healers who try to DPS during a given FATE rather than healing other players involved is also quite high. Basically, anyone who treats a FATE like a DPS free-for-all and ignores basic party roles because the events are typically more chaotic than the average dungeon can expect some nasty looks.)
** The end game content (primal fights in hard and extreme modes, hard mode for Ultima Weapon, the Coil runs, etc) has people who have done the content before (usually due to grinding for rare loot) expecting everyone else in the party to have watched tutorial videos online before tackling the fights. If someone in the group admits that they haven't seen the videos yet, expect everyone else to groan in frustration or ''[[RageQuit leave the group before the fight even starts]].'' By the same vein, trying to tackle the high difficulty endgame content with a party while not wearing optimal gear will get you yelled at for not having your stats optimized. Any mistakes that occur during the tough battles will result in people yelling at the person who screwed up.
** 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.
** When patch 2.3 introduced a much easier way to obtain Sands and Oils of Time outside of the Second Coil of Bahamut, hardcore fans were quick to declare that anyone who upgraded their gear from the hunts or Syrcus Tower instead of getting the items from the Coil [[JerkAss suck and have no skill]].
** 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.
** Summoners received increasing amounts of flak for their relatively low DPS output during 2.0. While most dedicated damage-dealing classes in [=ARR=] put out middling, consistent streams of damage (or high-number bursts), the Summoner's damage only ticked upwards in long-duration fights. Relying primarily on an array of DamageOverTime spells, chip damage from their pet Summons, and the occasional burst, the class required a fair bit of technical finesse to play successfully. If a player lacked the intuition to quickly pick up how to best juggle the various [=DoTs=], debuffs, pet abilities, and more, buffs, chances are they would switch roles to another DPS with bigger numbers and flashier abilities. Ultimately, this meant that the bulk of Summoners were either very poor in damage output due to being played by those who either lacked experience or didn't understand the class, or were more rarely played well enough to rival the other DPS classes, while still having slower output overall due to the nature of their ability set. Despite the Summoner's capacity to act as an emergency healer/reviver (due to sharing Arcanist as a base job with the Scholar, a healer), many players would flat-out leave parties that had 2 or more Summoners.
*** Even among Summoners themselves, it was quite possible for one to catch hell for bringing out Ifrit-Egi in lieu of Garuda-Egi. Despite different summons existing for different situations, no end of hate would often be leveled on anyone caught casting Summon III.[[note]]Ifrit-Egi is melee, and accordingly features more HP, while possessing both a CounterAttack ability and stronger AreaOfEffect attacks. Garuda-Egi is a ranged caster, and possess the Contagion ability, which increases the duration of any [=DoT=] the Summoner has applied to a target. Fights that are more mobile or feature more adds are better suited to Ifrit; fights with fewer adds, and less boss movement, are preferable for Garuda.[[/note]]
*** 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.
* SugarWiki/SuperlativeDubbing: By patch 2.5. The game's dub may have started rough, but not only was 2.5 well done in general, the patch finally, ''finally'' gave Creator/GideonEmery the chance to ''really'' flex his acting chops for [[spoiler:Urianger's soliloquy for Moenbryda]]. Which is even more impressive - [[spoiler:taken by itself, the event actually could've been sort of lame, a character introduced just a patch ago killed off for cheap drama, but Emery, ''all by himself'', manages to completely and totally sell the anguish Urianger and all the Scions felt about what happened, sold the idea that Moenbryda had been a big part of these characters' lives in the past and that this was a big loss, and enormously humanized a character who'd previously been known for being deliberately stiff - that now being revealed as a mask which hides the man's insecurities.]] The scene was a triumph for the English version and was a million miles removed from the often-embarrassing voicework of 1.0 or even release 2.0.
* SuspiciouslySimilarSong: "Good King Moggle Mog" is [[WesternAnimation/TheNightmareBeforeChristmas "This is Halloween"]] in all but name, lyrics, and the third verse.
** [[https://youtu.be/xdV_bzJgRxE The song from the second phase of Sephirot's fight]] sounds very similar to [[https://youtu.be/lsV500W4BHU "When Worlds Collide"]] by Music/{{Powerman 5000}}. However, Yoshida states [[http://forum.square-enix.com/ffxiv/threads/283311-Sephirot-Theme-%28-Phase-2-%29-sound-familiar?p=3589465#post3589465 that this was not meant to be the case]].
* TaintedByThePreview:
** Some beta testers of the original version canceled their pre-orders due to perceived problems, see BrokenBase above.
** The open beta (again of the original) didn't launch in due time, a "critical bug" having appeared. Nerd rage ensued.
** Discussion of the old, 1.0 game inevitably brought about at least one person who derided the game for major flaws that were patched out months prior. Hence, discussion of the game on {{Imageboards}} and the like tended to have titles such as [[MemeticMutation "4.0 is now 7.0"]].
** ''A Realm Reborn'''s preview period and launch being plagued by errors and server queues had a whole new batch of players throwing up their arms in frustration. [[WinBackTheCrowd Happily, this ended a little better for the game.]]
* TierInducedScrappy: Bards and Machinists were considered to be this by the players when ''Heavensward'' launched. Bards couldn't run and fire their arrows anymore, but instead gotten an ability that would let them do more damage in exchange for having a charge up to their skills (meaning they can't move while it winds up). The change to the Bard's play style not only frustrated Bard players, but other players that expect optimal DPS would kick Bards out of their groups in end game content since they felt Bards would attack too slowly now. Machinists were also criticized for their overall low DPS compared to other classes and having abilities that were borderline useless. Machinists also got frequently booted out of raiding parties for low DPS performance (lots of end game raids have a DPS check that will kill the party if it's not met).
** Not every crafting class is created equal. Armorer is considered to bring the least to the table in terms of both cross-classing skills (Rapid synthesis is too inaccurate to be reliable, and you generally don't begin progress until the very end where there's little room for error, the elemental brands are all useless, and piece by piece has been made obsolete by Muscle Memory and Maker's Mark). On the other end, Weaver and Carpenter have two of the strongest crafting skills so far (Careful Synthesis II and Byregot's Blessing), and Weaver makes crafting gear anyways. Alchemist and Culinarian are disliked because of how many niche ingredients they use that can only be farmed from monsters, (Culinarian moreso because each recipe is about 5-6 ingredients) and because they both aren't as directly useful as other classes.
* 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.
* ThatOneBoss: [[ThatOneBoss/FinalFantasy Par for the course.]]
* ThatOneLevel: [[ThatOneLevel/FinalFantasy Plenty of them.]]
* ThatOneSidequest: Yup, plenty of them are here too.
** 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.
*** For extra fun, some sets of dailies will use different debuffs for each and they will not overwrite eachother. You have to pay attention and manually cancel the previous effect so you're not crippled even more.
** 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.
** The process of obtaining the best crafting/gathering tools tend to fall straight into LuckBasedMission most of the time.
** 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.
*** "Any Way the Wind Blows" is a GATE (think FATE, but as mini-games in the Gold Saucer) that, unlike other events in the Gold Saucer, is completely luck based. You have to avoid Typhoon's snort attack 5 times in a row in order to win the game. How do you win? Leave it up to luck. You can move around a bit before you're rooted in place and hope that you aren't caught in the snort. If you get hit, you're eliminated from the game and just wasted 50 MGP. Naturally, there's achievements tied to this event.
** Almost the entirety of the side quests given by the moogles in the Churning Mists. Not only is the map massive in scale, but you'll always have to go so far out of your way just to get to your objectives and heaven help you if you try to do most of the quests before you gain the ability to fly in the zone. To top if off, most of the side quesets are from moogles who are either too lazy to do work themselves or are too cowardly to fight the monsters and ask you to do it in their stead.
** 3.15 introduced an equivalent version to the Relic Questline, the Anima Weapon. The 1st step being similar to the Zodiac Atma quest, but this time you need 18 of them. This step can be skipped by players who have the Zodiac Zeta weapon and can be done with any class this time. Once you have done that and got the i170 weapon, then getting it Awakened is just a simple marathon of 10 dungeons. But the step after that hammers it into players' heads that they have grown too complacent with the nerfs to the previous relic chain and make up for it by requiring a large assortment of items, up to and including items that need to be crafted by specialist crafters (and as a result are liable to be expensive). The non-crafted items also need a large amount of various currencies and are themselves needed in large quantities. The result being a grand total of 100 items needed for one single relic (and 96 of those being needed to trade for the other 4). And given the timetable for the patches, even with the first phase being skipped, the odds of getting the Anima weapon to a point where it is on par with the Gordian weapons before 3.2 are slim at best.
* TheyChangedItNowItSucks:
** Fans had declared the game dead when Yoshi-P announced that a patch that introduces Leviathan would also make the first 5 turns for The Binding Coil of Bahamut and the fight against the Moogle King easier in order to allow lesser skilled players to catch up in content - despite the fact that this is almost certainly how everything was initially designed and intended, exactly so players could (eventually) see the content and so that it wasn't impossible to gear up any replacement members for your static group if necessary.
** 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.
** Any job or core game mechanics that were changed from 1.23 towards 2.0 generated tons of complaints, such as TP being used as a stamina gauge for sprinting and Warriors expecting to be actual tanks rather than broken overpowered fighters that could clear everything with no effort.
** The graphics engine was changed in 2.0 after the massively horrible implantation of the old engine used in 1.0 that caused many people not being able to run the game properly. People who were fans of the graphics engine from 1.0 hate how 2.0 "simplified" the visuals, even though it was done as a necessary evil to allow the game to be multi platform and also be optimized for PC.
** Frontlines, a new type of PvP mode, has been met with complaints before it was even released. Frontlines is doing away with the Morale stat (affects damage given and damage taken) so that people are on somewhat equal footing instead of teams dominating purely through gear. Even though the removal of the Morale stat would only be for Frontlines and not the Wolves' Den, people have already cried that all the time and gil spent in getting better PvP gear went to waste.
** There's quite a number people in the vocal minority that feel the game changed for the worse when it was remade into ''A Realm Reborn''. Said minority feels that many of the elements from 1.23 (no teleportations, more intensive graphics, a more dangerous overworld, etc.) should have remained instead of the game being catered to casuals.
** 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.
** Patch 2.38 removed Cleric Stance entirely from PvP in order to force healers to actually heal instead of doubling as a DPS. Many people hated the change, claiming that PvP as a healer would be massively boring.
** 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.
** The reveal of the Rogue class was met with disappointment over the fact that the class wasn't a Thief class. Similarly, the reveal of the Dark Knight class for the 3.0 expansion showed that said class will be classified as a tank. Cue the groans of everyone that expected the class to be a DPS as it was in ''VideoGame/FinalFantasyXI''. The Dark Knight will burn MP to use most of its abilities rather than burning HP, which was met by disappointment from fans that expected the class to stay true to its roots.
** An important cutscene involving the Warrior of Light and [[spoiler: Midgardsormr]] raised quite a number of complaints due to how the scene was different in the English version compared to the Japanese version; the Japanese version of the scene has the character flat out tell you what happened and why he did what he did to the Warrior of Light while the English version has the character express himself in a more vague and condescending tone. One of the people in charge of the lore and localization explained that the changes in the English version was necessary since the character was "very chatty" in the Japanese version and needed to be changed into something that would be more suiting to him for who he was as well as being more appealing to English speaking/reading players.
** Triple Triad, a popular card game from ''VideoGame/FinalFantasyVIII'', was implemented in the Gold Saucer patch and plays pretty much exactly like it did originally, except you can't lose cards to an NPC or other players if you lose the game. Some believe that the risk of losing your cards so you can have a rematch to win it back should have stayed.
** The Steps of Faith trial getting nerfed in patch 2.57 caused a ton of complaining from people who liked how difficult it was, fearing that making the trial easier would promote bad players. While the nerf was probably going to happen anyway, it was a necessity due to players being blocked off from playing in the 3.0 expansion pack if they didn't clear the trial first.
** 3.0 nerfing the Holy and Flare spells by having them do less damage to each target beyond the first one via DiminishingReturnsForBalance. This means that if Holy and/or Flare hits multiple targets, only one target will get full damage while every target after that will get less damage and the reduction increases until it hits the cap of a 50% reduction. Players cried foul and claimed the devs were trying to make speed running less desirable, though the nerfs were most likely done to balance against the new spells that have higher potency and/or additional effects.
** Most of the entire cast of characters had their voice actors changed for 3.0, causing people who liked the vocal direction and evolution that the previous voice actors were going through to hate the sudden change. The biggest complaint was the change of voice actors in the Urianger character that was voiced by the popular Creator/GideonEmery in the 2.X content before he got replaced with a new voice actor that sounded nothing like Gideon at all.
** The devs made a change to the Triple Triad tournaments by reducing the amount of points a player could earn from battling an NPC while also raising the threshold required for earning platinum card packs and lowering the amount of MGP earned if the player's overall score wasn't good enough. The idea behind the change was to encourage players to battle each other instead of [=NPCs=], but the change was met with an outcry due to how difficult it was to earn enough points to rank high enough thanks to everyone else exploiting the system to always win the tournaments by rigging the game in their favor.
** 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.]]
* UglyCute:
** The coblyns, which look like something straight out of ''{{Spore}}''. The "cute" part is debatable.
** Gilgamesh looks more like an Oni in this game, complete with the FaceOfAThug, but his elated smile when Nashu cheers him on after he saves her from some zombies makes him look {{Adorkable}}.
* UncannyValley:
** 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.
** Deliberately invoked with Hildibrand and anyone else involved in his quest lines. Their cartoon looking facial expressions stretch the facial features in such a way that makes the characters look even more hilarious.
** 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.
** The animations of the player character emotes look just fine until they finish. Once a used emote is over, you can see the player character's face quickly return to their neutral face. The worst of it comes from the [[http://i.imgur.com/WfPHCmq.gif /laugh emote]], where you can see the character laughing with their eyes half closed and their mouth open and then quickly shift to their default poker face, as if whatever joke they heard suddenly became unfunny in just half a second.
* UnintentionallyUnsympathetic: Due to their {{Jerkass}} behavior as well as how they were ''before'' the Garleans invaded, there are some who view the Ala Mhigans as this. To the point where, if there is a future patch/expansion centered around them, they're hoping for an option to side with the Garleans instead (or at least refuse to help the Ala Mhigans).
* WTHCostumingDepartment:
** The Evenstar set of armor obtained with Soldiery tomestones for Magic DPS classes. Up until that point, Black Mages have been wearing a variety of {{Badass Longrobe}}s appropriate for a fantasy magic user. The Evenstar set is a very tight set StageMagician style clothing with a [[NiceHat top hat with an ace of spades on it]]. The male version features ''tight'' pants and heeled shoes while the female version adds a popped out frilly skirt, thigh high boots, fish net, and short shorts, and a top that features AbsoluteCleavage. On Miqo'te of both genders, their cat tails are also covered and propped into an upward curve.
*** That said, there are fans of the Evenstar set, ''especially'' the nice hat which is a popular pick for glamour.
** While it's not as bad as the Evenstar set, the Astrum set for Dragoons features mismatched gauntlets, a bowl-shaped helmet with mismatched golden wings (one being over a foot tall) and a breastplate with a ''long'' white skirt, giving it the feeling that the dragoon is going to sing ''Theatre/TheRingOfTheNibelung'' rather than killing gods.
* 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.
* TheWoobie: Raubahn by the end of Patch 2.55. Even if you get past losing his homeland of Ala Mihgo and being the only member of the Syndicate loyal to the Sultana against the Monetarists who are trying to undermine (if not outright remove) any little authority she has left, his life seems to get worse and worse. [[spoiler:His 2nd in command was revealed to be TheMole for the Garlean Empire (And possibly to the Monetarists as well). Then Nanamo is assassinated, with the Warrior of Light (and by association the Scions) being held responsible, [[UnstoppableRage enraging him to kill Teledji Adeledji]]. Then is betrayed by his friend Ilberd (already staging a Monetarist-backed coup of the Crystal Braves), who [[AnArmAndALeg cuts off his left arm defending Lolorito]] before [[TheReasonYouSuckSpeech taunting him saying that serving the Sultana has made him weak]], [[KickTheDog then stating he was responsible for Nanamo's death]], enraging him even further into a fight. Not to mention Kan-E-Senna and Merlwyb, his allies in the Eorzean Alliance, seemingly abandons him through all of this. At the end of it all he is imprisoned and is disgraced as a traitor.]]
* {{Woolseyism}}: While old Ted may not be working for Square anymore, his legacy lives on: the Japanese-language version of A Realm Reborn lacks much of the humor present in the English-language localization, let alone the panoply of [[ShoutOut Shout-Outs]].
** There's a negative side to this as well. Much of the Japanese script is in standard Japanese, with the exception of a few characters such as Yugiri and Urianger. Unfortunately many of the characters speak in a form of YeOldeButcheredeEnglishe. While for standard characters this just means using words such as "anon" far more than any normal English speaking person has used the word in the past one hundred years, characters such as the aforementioned Yugiri and Urianger can become close to incomprehensible with their already archaic Japanese speech patterns translated and made even more archaic to compensate for the already older English word choice being used. While this gives the game some class in its script, it makes the barrier to entry for non-native English speakers and the jobs of the voice actors that much more difficult.
** 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.