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.
YMMV: Final Fantasy XIV
Anti-Climax Boss: 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.
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 is getting 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.
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.
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 Captain of the 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 period, who isn't a player.
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.
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.
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.
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.
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.
The hard mode versions of the primal fights has people who have done the battles before (usually due to grinding for rare loot) expecting everyone else in the party to have watched tutorial videos online before tackling the fight. 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 the Darklight armor set, at a minimum, will get you yelled at for not having your stats optimized.
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.
Scrappy Mechanic: 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.
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 FAT Es 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 absolutly 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).
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.
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, he shows up being chased by a drake that you need to save him 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.
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.
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.
Ugly Cute: The coblyns, which look like something straight out of Spore. The "cute" part is debatable.
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.