These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
The final battle against Lahabrea is a pitiful boss to the point that he's really nothing more than a post final boss. 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. Extreme Mode, however...
Author's Saving Throw: Easily the best example of 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. To illustrate: SE reported that during the final beta phase, the open one, they had 12 million playing (or at least trying to, given that the servers were not built with this response in mind). For persepective: World of Warcraft boasted 12M only at its absolute peak.
The way you really know XIV has turned a corner: nobody and nothing from the game made it into either Dissidia Duodecim or the first 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 Lightning Returns had its crossover costume with XIV promoted very heavily.
As one might expect from a Final Fantasy game, the base is already shattered. You have the outspoken 'we're loving it' mob who are probably ignoring issues. In addition, there's the optimistic 'I'm having fun and waiting for more' group, who are willing to overlook some things and hope others are fixed soon. Then there's the 'I really want this to work, but it isn't' group, who see some faint promise in the game, but don't have a lot of faith that the developers will fix the large problems anytime soon. Lastly, there's the 'I dislike it, therefore no one can like it' group.
Not to mention those fans aren't happy to see another MMO in the main series, and would have preferred it to just be a spin-off. Possibly all the more vocal given there were already those miffed about there being an MMO in the main seriesat all.
There are also the diehard veterans of Final Fantasy XI who are angry that this game is not XI-2, and thus fill most of the player polls and suggestion boxes with requests for such in the vain hope that Yoshi P will capitulate to their demands. They might also have problems with a perceived redirection of resources from their game to the new one.
Patch 2.1 introducing a Player Versus Player mode where two teams of 4 fight against each other broke the fan base into many fragments; one side of the fan base think the game mode is horribly unbalanced with status debuffs being too easy to inflict upon while being unable to defend against them (Sleep, Stun, Silence, etc.) and all magic being interrupted if the caster gets hit. The other side believes that PvP works just fine and that the complainers need to learn to play and suck less.
Fans are also heavily divided over the direction of the game in general; many hardcore fans absolutely loathe the idea of current content getting nerfed to allow casual players to catch up to the newer content while other fans believe the direction is a good one.note And not just in a "oh, everyone gets to see content" sense, but also to help mitigate a commonly-observed problem in this sort of game where at the end of a "content cycle" of a given set of patches or expansion, it can be really hard to gear up any replacement members for a static group, since without accessible older content you have to drag them through the entire content cycle again. Of course, very hardcore players counter that doing so is part of the whole experience.
The Zodiac questline to boost your Infinity+1 Sword to greater power broke the fan base in two. One side believes that making the items needed to finish the quest be restricted to FATEs and Random Drop is boring and too luck based while the other side believes it's not a huge deal and that people can go farm for other weapons if they don't like farming for the Atma drops. It also doesn't help that the items needed for the quest have a ridiculously low drop rate.
It also didn't help when Word of God spoke up about the situation with the Atmas and basically told everyone that there would be no plans to adjust the Atma drop rate while they would also look into other ways for players working on the books of the Zodiac Braves to earn more mythology tomes.
At least on the official forums, Hunting has amassed some controversy over its implementation. Particularly the way players handled marks (By ignoring the normal ones and Zerg Rush the Elite marks, who will usually go down in less than a minute as a result.).
A likely reason is that these marks drop two thing of note. Alagan Tomestones (used in buying mid tier endgame gear), and a Book that can be exchanged for items that can upgrade certain weapons into Infinity+1 Sword (Though so far, the Mirror of the Whorl snd the Demimateria are excluded). The rate the Tomestones drop from successfully killing elite marks is such that it surpassed Brayflox's Longstop hard mode for farming Tomestones. Needless to say some people are not amused.
Chocobo stables were introduced in 2.3 to allow players in free companies to train their chocobos for some quick experience points, but the stable has to be kept clean constantly in order for the chocobo to get the most amount of experience points. The stables can only be cleaned with a magicked broom, which can only be crafted by a level 50 Carpenter and the ingredients are very difficult to obtain. Not only that, but magicked brooms are a one use item, so you need to get multiple brooms to keep your stables clean. Buying the ingredients or the brooms themselves are not an option for anyone who doesn't have several hundred thousand gil to fork over on the player manned market. Many people are upset by the whole process and others feel that anyone who doesn't make an attempt to craft the brooms are just lazy.
If there is one thing which shattered the community and triggered a lot of problems, it's the hunts (patch 2.3). Those hunts allow players to very quickly get equipment and rare materials which could only be found in the hardest dungeon until their inclusion, so naturally every single player on a server will try to do those, instead of the rest of the content added by the patch. Moreover, the notorious monsters you have to kill in the hunts die very quickly, which means than even if you manage to find them in time to attack them (and when dozen of players are looking for the same monster in the same zone, chances are you won't find it first), you have no guarantee to win the gold medal for your participation, which grants the full reward. It's also frequent to get insulted by other players if you happen to pull the monster before some groups reach it. Square-Enix hotfixed the hunts in order to increase the health points of the monsters, but it doesn't fix the lingering problems surrounding the hunts.
The introduction of hunts have also caused so many people to do nothing but the hunts that trying to find a party for a raid has become significantly more difficult and it greatly hurts players who are trying to clear dungeons in order to complete certain quest lines.
Complacent Gaming Syndrome: Legacy was particular notorious for this in regards to end game content. Warriors were flat out better than Paladins, thanks to the fact that Warriors attacks were boosted by both STR and VIT, and Steel Cyclone was not only powerful, but also allowed the Warrior to AoE tank. Bards and Blackmages could safely stand back and fire off arrows and spells for massive amounts of damage, with Bards also doubling as back up healers since Conjurer was one of it's sub-classes originally. A lot of parties began demanding that parties only consist of this, locking out players who preferred playing as Paladins Monks, and Dragoons. A Realm Reborn has taken a number of steps in improving gameplay balance to avoid, or at least reduce this.
Thaumaturges/Black Mages 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 a Thaumaturge or Black Mage have a massive AOE Limit Break 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 One-Hit KO attack from Ifrit's Hellfire.
Inverted! Square Enix, anticipating a bit of controversy included, along with the reviewer access codes they handed out to critics, what they described as a polite request to 'please wait three to four weeks' before posting reviews of the game, so they could fix up some issues.
The Japanese playerbase politely declined, giving it an average of 38% on review sites such as Amazon.co.jp.
GameSpot also decided to ignore the developers' request with a 4.0 review, including a derisive video review wherein the reviewer flat out says 'do not buy this game' and 'updates may address a multitude of flaws, but "fun" is not a feature that can be added with a simple patch.' Other reviews from IGN and Game Trailers are also negative, but are a bit more optimistic about future potential.
Put less charitably, this "polite request" shows that even before release they were well aware that the game would, in its current state, receive poor reviews... yet they still went ahead with the release anyway, rather than taking the time to produce something they could have more confidence in.
Complete Monster: Livia sas Junius. While most of the Garlean Tribunus are honorable or sympathetic in ways that make you like them, Livia's cold callousness and hatred makes her completely despisable. Her involvement in the raid on the Scions was her Moral Event Horizon, as she ordered her soldiers to kill everyone except the main scions (and Tartaru) even after Minfillia said she would come peacefully if she let them live. And in the interim before you rescue them, she mentions torturing Minfillia for enjoyment, even if she didn't get any information out of her. The game tries to make her sympathetic during her death by revealing her past as a war orphan. But considering all she'd done up to this point,it only makes matters worse, because she outright says she's doing it so they understand her pain.
Designated Hero: Averted with the Player Character. The three city-states on the other hand...
Gaius only needed a single cutscene and less than twenty words of dialogue to become pretty much the most popular Final Fantasy XIV character - and get to such a point where even his presence in Duodecim was requested. note Sadly, nobody from XIV made it into Duodecim due to the game's persisting lack of popularity at the time. If ever a third Dissidia game is made, though...
ARR then took this horse and ran with it; at this point, Gaius is generally agreed to be up there with Kefka, Golbez and Sephiroth in terms of popularity as a villain.
Let's not forget Sisipu, the only other NPC everyone apparently remembers by name.
As of ARR, HAMONHOLYFIST is getting way up there too, as easily the most popular (and hilarious, and lovable) of the class guild-masters. Papashan, the Ul'danian rail-yard overseer 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 Reasonable Authority Figure, the surrogate-fatherly way he helps and treats Lady Lilira (AKA Sultana Nanamo), and 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 Uncanny Valley (in a good way) facial expressions.
Epileptic Trees: 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. Namely, the fact that the Ascian lords are The Twelve Scions of Light from the Ivalice setting, and they're trying to bring Zodiark into the world. The end-quest for Summoners pours fuel on the fire, too - Belias is an elder primal. Exactly what all this means has been driving people into fits of mass guessing.
Fan Nickname: Slightly altering every FFXI race and giving them new names doesn't stop many fans from calling them Elvaan, Tarutaru, Mithra and Galka.
Gameplay Derailment: The Hunts is a daily side quest for players to do in between major quests and players that take down marks on the posted bills gain gil, tomestones, and allied seals (the seals are used to purchase various items, some which are used to get powerful gear). Elite marks were supposed to be difficult to take down and you'd get 20+ seals for contributing a lot to the fight if you and everyone else manage to kill the mark, but because elite marks always respawn eventually, nearly everyone completely stopped doing dungeons and other content in order to camp areas where elite marks spawn since the rewards overall are far better than other rewards you get from other quests.
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.
Goddamn Bats: 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.
Gigantoad type enemies are almost universally reviled for this reason, they'll even pull you around if you're riding a chocobo past them. They're also so abundant in an area called "The Fogfens" that it has the fan nickname "The Frogfens".
Turns somewhat amusing when two toads see you, and the second one yanks you away from the first one that yanked you.
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.
It's Easy, so It Sucks: Many veterans of Final Fantasy XI 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.
Jerkass Woobie: 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, you see Liavinne's party have a Breaking the Fellowship 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 then realizewhy she never liked Edda and how Avere's deathhas 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.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).
Les Yay: The above mentioned prostitutesentertainers in Ul'dah don't mind offering their services to female player characters. Also, almost all of said performers happen to be Miqo'te.
ARR introduces 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.
Loot Drama: 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 Palette Swap 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.
Patch 2.2, at least, generally brought the quality of the voicework up to a much higher bar... in the patch content. It doesn't seem like SE is keen on going back and addressing the already-recorded dialogue.
Note that the Japanese isn't immune from this, either, bizarrely enough. The voiced male Lalafells, especially in 2.2 (e.g. Lolorito and Teledji), are shockingly deep, far deeper than their counterparts in other languages. It can be weird as hell to hear voices that deep coming out of dudes barely three feet tall.
The end of the Tam-Tara Hard questline, "Corpse Groom". So you've destroyed the Avere monstrosity, cleansed the Deepcroft again, and seen Edda fall to her doom. Paiyo is pretty much ready to hang up his adventuring spurs for good after all that, and then... he glances over to a lighting fixture, and Edda is standing there. The animation for this is insanely creepy in the best way, and ends with "Edda" giving Paiyo an amazing Slasher Smile. It's all fantastically creepy and the highlight of the patch AND THEN!... the narm sets in with Paiyo's reaction. The devs clearly wanted to convey his complete horror, but between Paiyo being a lalafell to start with and Square kind of hitting the limits of what XIV's real-time facial animation tech and their current character models are capable of, his expression is more "ridiculous" than terrified and pulls the viewer out of an otherwise stellar capstone to an excellent questline and dungeon.
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.
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 Prestige Class 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.
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 cut scene and rushing ahead through the dungeon while newbies to the dungeon being 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 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.
Spiriting binding gear is heavily frowned upon by many serious players since they feel people that come into raids without optimal gear/stats will just be liability.
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 widely if you have to travel from place to place and don't want to spend several minutes traveling on foot.
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).
Gets even worse in patch 2.2 where the quest that can boost your Infinity+1 Sword 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 costs 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'll still be spending a lot of time grinding.
The problem gottens so bad that the developers announced they would delay the next patch containing the next tier of power for relic weapons and retweak the mechanics used for the Animus/Atma quests because not enough people obtained their Animus weapon.
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 Rage Quit, 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.
Stop Helping Me!: 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, an important part of character development, is locked until level 10.
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.
Averted in the hard mode version of the dungeon where Brayflox hangs back and doesn't get involved with the battles.
Some beta testers of the original version canceled their pre-orders due to perceived problems, see Broken Base 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 "4.0 is now 7.0".
Tear Jerker: Bahamut laying waste to everything. Chances are that scene will struck a cord. Especially at the end when the old mage saves the future Warriors of Light at the cost of his own life.
In the story itself, the massacre of the scions of the seventh dawn, which, via echo, you get to see even though you weren't there for it. The entirety of the next series of quests is your character dealing with the fallout, readying the lichyard, loading up the bodies of your fallen allies, and returning the Sylph Froxia to her people, who are understandably heartbroken.
That One Attack: 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 healing is less effective), and Maximum HP Down (self explanatory). Esuna can cure it all, but it only removes one debuff at at time.
That One Boss: Hey look everyone! It's Demon Wall, again. He also doubles as a Wake-Up Call Boss, since Amdapor Keep is the first endgame dungeon most players will try to go into. Just like in the previous incarnations, the fight against the Demon Wall is a race to kill it before you get wrecked; after attacking through two cycle, the boss uses Repel, which damages you and sends you flying backwards, including getting tossed off the edge of the arena. For every Repel Demon Wall uses, it advances a few feet. After a while, Demon Wall will cause the back half of the arena to be covered in Void Pitch, which damages you if you stand in it for too long and it also means less room for you to run around. Once the pitch appears, the boss summons two monsters that can cause Paralysis to anyone caught in the attack.
Titan (Hard) is considered to be the toughest fight outside of the Coil. Aside from having attacks that can knock you off the platform, Titan also has a stomp attack (Tumult) that he will use multiple times in succession that can cause a total party wipe if your healers aren't fast enough to keep minimizing the damage on everyone, cause bombs to appear that can instantly KO people if they get caught in the blast while also spawning them in strange patterns later in the fight so it's harder to avoid them, and he also has that one attack that can nearly take out the party's tank in one called Mountain Buster, though many fans call it the Table Flip due to Titan looking like he's flipping an imaginary table on someone.
It's further aggravated by the fact that, if you go in via Duty Finder, the party formation it will force you to use is suboptimal (DF will put together a standard party of 2 tanks, 2 healers, and 4 DPS, while Titan Hard Mode doesn't really need an off-tank—but since there's a direct DPS race segment and the whole fight is essentially a race to kill Titan before Tumult is strong enough to just kill you outright, having a 5th DPS instead is very handy), meaning you have a choice between trying to get seven friends/acquaintances/guildmates/random bored people in Mor Dhona to run it with you (a huge pain) or putting up with that disadvantage. It also doesn't help that Titan hard mode is the last stop players need on their quest chain to obtain their Infinity–1 Sword.
Siren is absolute hell for anyone playing the role of a healer. Siren herself doesn't deal too much damage, but the zombies that she summons can quickly mess up anyone if they're not healed fast enough. Siren also has the ability to inflict the Charm status on a random person that can't be cured with Esuna; the only way to get rid of Charm is to have the target's HP completely filled, which means spamming Cure spells. If you fail to remove Charm, then the effect changes where the target loses control over themselves and they attack the party for a few seconds. It's not bad if a magic user is affected since they have weak physical attack power, but god help you if a high damage dealing player gets affected by Charm. To make matters worse, Siren can also cause Reduced Immunity, which makes healing magic less powerful for the affected players. And yes Siren WILL cause Reduced Immunity on top of Charm as well.
That One Level: Outside of the endgame content, Brayflox's Longstop and the Sunken Temple of Qarn seem to give people the most trouble.
For the Sunken Temple. For starters, there's is a an endgame quest that requires you to go through it, meaning that if you run it at that point, you will be locked out of some of your abilities. Second the first boss has an attach that Dooms people, the debuff can only be removed by standing on platforms when they are glowing as well as spawn to annoying adds. the second boss not only has another monster that mist be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales. Those items being a Guide Dang It. And the last boss has among other things. Mrythil Ankh like things that can One-Hit Kill adventures with Fricking Laser Beams. Needless to say Qarn is annoying for a reason.
Aurum Vale, which nobody enjoys doing unless its the first room for EXP. The first room itself has mobs so close to one another and other patrolling mobs that you can find yourself fending off hoards of enemies all at once. The bosses are also very gimmicky, the first and last requiring you to eat fruit to dispel debuffs they inflict on you. The second has no telegraph's, and many of his swings can one shot a Tank, let alone anyone else. It is also home to the dreaded Malboro's, the Demonic Spider of the Final Fantasy series. And they come in packs.
Pharos Sirius. Before Patch 2.2, you'll be hard-pressed to find someone who got this for their roulette and stayed. While the actual dungeon and bosses aren't so bad, it was the last boss that likely caused many players to ragequit the second they got it.
They Changed It, Now It Sucks: Fans have already 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.
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.
"Dragoons not having Wyvern pets (despite it being the only game that does so in the series)? Ruined Forever!"
Bards can actually and expected to do some damage this time and aren't just required to sing (and for some Legacy players: "I don't have Conjuror as a Subclass anymore")? Ruined Forever!"
"The only tanks in the game right now will take pretty much always take some damage from hits, and can't just simply cast Utsusemi to avoid taking damage completely, meaning I'm expected to actually heal them often as a healer? Ruined Forever!!
"Technique Points now work as a Stamina gauge, and the game is much more fast paced? Ruined Forever!!!
"My favorite Job from FFXI/previous Job using FF game isn't in the game (yet), despite promises/heavy hints it'll probably be added eventually? Ruined Forever!!!!!
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.
Ugly Cute: The coblyns, which look like something straight out of Spore. The "cute" part is debatable.
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.
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. Game Informer 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.
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 Shout Outs.