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.
The act of forcing an elite mark to reset (fully restores its HP) in order to let people give their friends a chance to arrive in time and get full credit has also divided the player base. Despite Word of God saying that resetting monsters intentionally for any reason is against the terms of service since it disrupts the progress of other players (any mark that is reset also resets any credit progression made by everyone previously), some fans still think resetting in general is not harmful when it comes to marks.
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. Patch 2.35 took out one of the required ingredients needed to make the magicked stable broom and the whole thing produces more brooms than the old version. On top of this, an NPC can also sell the brooms for 20,000 gil each. The changes were met with good reception.
If there is one thing which shattered the community and triggered a lot of problems, it's the hunts (patch 2.3). Killing elite marks can rack up a lot of allied seals, which allow players to obtain equipment and rare materials (most which could only be found in the hardest dungeon until their inclusion) very quickly. Naturally, every single player on a server will try to do hunts 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 due to several dozen players attacking the monsters all at once, 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 and some may even refuse to revive you if you are defeated since they feel you deserve to die for pulling too early. 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.
Changes were made to the B ranked marks so that only players who had the bill matching the mark would get credit and said marks became a weekly hunt worth 50 allied seals a week. Many people welcomed the change since it made slaying B marks easier while others complained that the value of B marks was now worthless due to being restricted by a weekly lockout.
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. Sadly, patch 2.5 introduced greater rewards for hunts and the drama has come back full circle.
The transition from 1.23 to 2.0 left a sour taste in many of a legacy player's mouth and they believe that the game had taken a turn for the worse by catering to casuals. Many others feel the game has improved for the better and that going back to the old design from 1.23 would be a major step backwards.
Speed running dungeons. People are divided on whether or not speed runs are fine or ruins the immersion of the game. It also didn't help that the new dungeons made in patch 2.3 were designed to slow players down as much as possible to prevent speed running.
Relic weapons getting a boost to item level 115 (Nexus stage) in patch 2.38 sparked quite a bit of controversy between hardcore raiders and non raider players. The hardcore players believe their High Allagan weapons should remain the best weapons since they "worked for it" by clearing the hardest dungeon while other people believe that non raiders deserve a chance in getting a good weapon without having to resort to static groups and a Random Drop. With the release of patch 2.4, new weapons from the final coil and Garland Ironworks weapons trump the Nexus relics (mostly) anyway, rendering entire argument moot.
Personal housing created a tsunami of anger among the fan base due to how it was implemented; a house that can be bought by a single player shares the same residential area as the homes used by free companies (meaning less space overall) and the prices are exactly the same as a plot of land used for a free company that most likely pooled their money to buy the land (please note that Yoshida actually wrote a year ago that personal housing would be, I quote, "far more affordable"... Yeah). While many agree that personal housing was botched badly, some believe that the anger and people cancelling their subscriptions over the issue is just hot air.
The Japanese fan base reacted with much more hostility than English speaking players to the point where said Japanese fans were demanding for Yoshida to resign from the company.
In the housing fiasco wasn't enough, the 2.38 also altered gamepad controls, making players unable to react as quickly as before when playing with gamepads (which is a death sentence on some endgame encounters). This problem is being addressed by the team.
The implementation of a cash shop, despite Yoshida stating that there will not be any items available that makes the game easier. Despite the fact that the revealed items so far are pure vanity, a lot of people are against the idea since they feel the items are/should have been in the game already and they also believe that Square would eventually lock all future optional content and power behind a pay wall. There are also just as many other people who believe that a shop selling cosmetic items doesn't do any harm and people can just ignore it if they don't like it. When Square started to offer past event items in the cash shop, many players protested that the items should remain a timed exclusive and that people shouldn't be able to buy them if they missed out.
The addition of penalties for withdrawing too many times when the commencement window pops up caused a big divide among the player base. note For a long time, people were able to withdraw from a duty before everyone was ready and not suffer any consequences. This resulted in people trolling others by spamming withdraws and others fishing for in progress duties so that they don't have to do the entire dungeon/raid. Patch 2.4 introduced a new mechanic for the duty finder where anyone who withdraws more than 3 times when the ready window appears will suffer a 30 minute lockout and will incur another 30 minute penalty for each withdraw after that until the next day. Many fans welcomed the change with open arms since they no longer had sit for several minutes wondering if they would actually get into a duty or not, but just as many others heavily opposed to the idea, feeling like they are being punished for withdrawing for legitimate reasons.
Not helping is the fact that this was introduced in the same patch as the Rogue class, which has been hyped to the point where almost everyone is playing it.note Unless the party is preformed, the Duty Finder needs a Tank, a Healer and 2 DPS classes before placing them in an instance, hence the queue. Rogue is a DPS class, and 5 other DPS classes have already been released prior. In contrast, only two jobs each have been released for the Healer and Tank roles, meaning that DPS will have a long wait for a pre-level 50 duty..
Should healers just stick to healing or should they assist by using Cleric Stance and add their own DPS to the mix? Some believe healers that refuse to DPS are being "lazy" while others feel a healer that is doing damage more than healing is a bad healer that puts the party at risk for a wipe.
The marriage system having different paid (real life money) tiers has driven the fandom up the walls as the housing fiasco did before that. While players can get married without paying a dime, getting access to the extras like clothes and a unique mount requires paying for them, which lead to many people dubbing Square as being greedy. Other people feel that the system is fine as is and that people can just stick to the free marriage version if they don't want to spend anything.
White Mages getting Stoneskin II, a spell that buffs the party with Stoneskin in a wide radius, was created in patch 2.45 in order to reduce time spent buffing the party and the spell can't be used once the party is in a battle. The extra ability caused players playing as a Scholar to complain that the White Mage got a convenience spell while the Scholar is stuck with the basic single target only Stoneskin spell. White Mage players believe Stoneskin II should remain a White Mage exclusive spell since Scholars already have their own version of an AOE Stoneskin.
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/Arcanist/Summoner 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 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.
Bards and Black Mages are also the most commonly seen DPS role classes currently. 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 doding Ao Es), 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; 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 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.
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.
Edda Pureheart started off as a simple Flat Character 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, 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).
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.
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 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 flipping an invisible table.
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 several allied seals (5 for B ranked mark, 20 for A rank, and 50 for S rank) 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 and can be obtained much faster and easier than doing content like the Second Coil of Bahamut and the Sycrus Tower.
If one were to try to obtain Sands or Oil of Time the normal way by getting them once a week (this is due to lockouts enforced by Square to prevent players from progressing too fast), it would take you 11 weeks to fully upgrade your Soldiery based gear (or 12 weeks if you're a paladin using a shield). The hunts have no such restrictions, hence why nearly every single player does them for the sake of being able to upgrade their gear at a faster pace.
According to Word of God, they had the hunts envisioned differently from how the players interpreted them; B marks were supposed to be done solo while A and S marks required parties to take down. Due to the rewards tied with the hunts, everyone swarms the marks, regardless of rank.
Ultimately Subverted by Patch 2.4. Elite Marks give only a small amount of Allagan Tomestones of Soldiery and S Ranks hunts give 5 Allagan Tomestones of Poetics. B ranks, due to an earlier fix, don't give out any reward unless they are the weekly mark.
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.
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...
It's Easy, so It Sucks: Many veterans of Final Fantasy XI 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.
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).
A good number of Tragic Villains fall under this such as Foulques of the Mist and Eline Roaille.
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.
Memetic Badass: 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 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.
"PS3 limitations" note What Square-Enix says at times whenever fans ask for a new feature to be added to the game since the Playstation 3 obviously can't match a PC in performance. The response has generated a meme within the community and people will generally say the meme whenever someone suggests a new game feature. This is also sort of the "child" of an FFXI meme as well; "PS2 limitations" often came up as an excuse for why certain things didn't happen in that game.
"Please look forward to it." note This is something of a stock phrase for Square Enix directors and executives in general, and Yoshida tended to use it too, especially during ARR's development. The fan base tends to use the phrase to mock him whenever there's a problem in the game they don't like. The developers have actually picked up on this one, though, and like to turn it around again, attaching the phrase, with emphasis, to reveals or discussion of hotly-anticipated content.
Cash shop. note Due to the highly controversial implementation of the cash shop, a service where players can use real life money to buy vanity items, many people that are displeased with the feature will utter "cash shop" whenever someone asks for a feature to be put in the game; most people who use the phrase do it to snark at Square-Enix as a form of protest.
Yoshida giving the middle finger during a community event after being harassed and trolled by players had been screencapped and became a meme instantly with some people combining the pic with the "please look forward to it" meme. note The image may not be legit. Some believe the image was photoshopped while others believe Yoshida was showing off a ring on his middle finger.
Most Annoying Sound: 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.
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.
Never Live It Down: Dragoons being weak (that is, easily killed), carrying over their glorious reputation from Final Fantasy XI.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. This, as well as being considered 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.
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 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 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 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 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.
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, 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.
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'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.
However, 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.
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.
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, the Dragoon uses the Jump to 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, then your 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.
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.
Superlative Dubbing: 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 Gideon Emery the chance to really flex his acting chops for Urianger's soliloquy for Moenbryda. Which is even more impressive - 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.
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 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.
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. A later patch made the fight easier by removing the extra monsters entirely.
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.
Captain Madison for Satasha Hard can be hell for even parties that are prepared. Madison will sometimes pick a random party member and shoot them until they die, then switching to another target. Rinse and repeat. Madison will get a damage boost for his gun spam, which makes healing though it impossible. Only by having the party damage him enough until he stops will work, but if your party isn't properly geared or aware, then it's a guaranteed wipe.
Angra Mainyu in the World of Darkness is a pain in the ass to fight due to how the battle throws a ton of mechanics at you. Firstly, Angra Mainyu will use an attack that covers the entire arena with no possible way to avoid it and the attack comes in two halves; a white/light half and a red/dark half. Standing in either color gets you a debuff and standing in the same color again when the attack happens again gets you a debuff stack and increases the damage you take from the attack. You're supposed to stand on the color opposite of the one in your debuff, but because the boss has attacks that involve clearing the area surrounding him, you're forced to move out of the way and he may also feel like using the arena wide attack right after to leave you very little time to reach the appropriate color (and it the tank distracting him has him in the wrong spot, you're boned). Angra Mainyu also has Mortal Gaze, an attack that inflicts Doom on everyone unless you happen to have looked away from him to avoid the attack. Once you're hit with Doom, you only have ten seconds to tough a lit up pad to cure yourself (and the pads frequently change locations to boot!) or face instant death. Angra Mainyu has yet another trick up his sleeve where he summons hourglasses and uses a roulette style cursor that switches between four locations and anyone that is on the area that the cursor stops on will be killed instantly. Needless to say, Angra Mainyu will trip up everyone and he's the first boss. Once you get past him, things get a little easier.
Fighting Midgardsormr, while not incredibly difficult, is simply a pain in the ass due to the massive AOE spam coming from the boss and the dragons he revives. Casters will have a very rough time trying to cast anything without having to stop their casting to move out of the way of yet another AOE attack. It's also possible to have multiple AOE attacks cover large portions of the arena, making it much more difficult to dodge them.
Brayflox's Longstop is the point where the difficulty is kicked up a few notches and tests the players' ability to adapt to changing situations and knowing how to utilize their class properly. All three boss fights take place in pretty tight arenas that leave little room to manuver around when a big AOE attack is coming. The final boss spams a poisons AOE pool that will quickly overtake the battleground and leaving the boss on the pools will have its HP regenerate.
The Sunken Temple of Quarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must 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 in order to proceed in the last leg of the dungeon and the puzzles themselves are a Guide Dang It for many. The last boss has 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 bosses requires you to eat fruit to dispel debuffs they inflict on you and the stacks cause more damage if you let them build up. The second boss has no telegraphs to its attacks and many of his swings can one shot a tank, let alone anyone else. It is also home to the dreaded Malboros, 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 rage quit the second they got it due to an annoying add that would immobilize a party member and Siren's constant spam of debufs that either reduce the healer's healing potency or causes Confusion if the debuff isn't cured in time.
Stone Vigil (Hard) contains lots of monsters that attack in large packs and there's one type of dragon that will spam area of effect attacks to damage the whole party at once. The final boss of the dungeon defies standard MMO logic of tanks distracting enemies by attacking anyone at random, regardless of current aggro. Not only does the final boss have an annoying status effect that reduces the effectiveness of healing magic (and said effect applies whenever you simply get hit by any of the boss' attacks), all of the boss' attacks don't use the standard aggro line and area of effect red ring to telegraph its attacks. On top of this, once you get the boss' health below half, it summons a clone of itself and it uses the exact same attacks and mechanics as the original enemy. While a player who pays attention can easily avoid most of the attacks, sometimes it's not possible to avoid certain attacks right away and it gets even more difficult to keep track of two bosses that can attack just about anyone.
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.
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.
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.
Frontlines, a new type of Pv P 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 Pv P 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 Pv P in order to force healers to actually heal instead of doubling as a DPS. Many people hated the change, claiming that Pv P 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.
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 Final Fantasy XI
An important cutscene involving the Warrior of Light and 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.
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.
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 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 Long Robes appropriate for a fantasy magic user. The Evenstar set is a very tight set Stage Magician style clothing with a 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 Absolute Cleavage. On Miqo'te of both genders, their cat tails are also covered and propped into an upward curve.
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 The Ring of the Nibelung rather than killing gods.
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.
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 Ye Olde Butchered English. 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 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.