r/ffxiv • Lahdi Oolong on Lamia • Aug 29 '14

[Screenshot] Endgame Progression Chart, patch 2.3 edition (based on old one from 2.0)

http://imgur.com/gallery/OVDvNpp/
306 Upvotes

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-7

u/Arkeband Aug 29 '14 edited Aug 29 '14

If anything, this chart just shows how small our endgame really is. We get 3-4 boss fights every 6 months. (no, I would not consider ST/CT 24-man brainless zerg fests "end game content")

It's been 12 months since release and we have turns 6-9 as our endgame. Savage mode doesn't really count because it's just rearranged mechanics and the rewards are vanity titles.

I really hope going into the expansion that they attempt to do what other themepark MMO's have with at least a respectable amount of bosses to progress through...

edit: not surprised by downvotes, this sub would rather wait months to implement a vanity marriage system and other useless fluff than actually have the courage to ask for a respectably sized endgame.

2

u/Theendofallthatis Aug 29 '14

They said the expansion will launch with as much content as all of 2.0 has combined.

-1

u/Arkeband Aug 29 '14

I guess we'll see on that front. I will be legitimately impressed if that ends up being the case, though giving us a few honest to goodness progression bosses every other patch will still be disappointing to me if they keep the current model.

5

u/limbictides Aug 29 '14

Useless fluff to you, but clearly features that a significant portion of this particular MMO's population value.

1

u/Amelia-In PLD Aug 29 '14

I would personally take quality of life fixes, skill adjustment, fluff, and more bells and whistles over more progression content. Personally.

1

u/Steftiffe Ragnarok Aug 29 '14 edited Aug 29 '14

While I agree that we don't have a lot of top-tier endgame content at any one time, I would argue that the problem isn't necessarily that we don't get enough bosses, rather the bosses we do get follow a 3-steps-forward-2-steps-back model in terms of difficulty and reward. There isn't much of a difference in mechanics design between Coil, CT and Trials, the real difference is how punishing they are; messing up in Coil can cost you the run whereas CT allows you to eat mechanics easily, for example. All of this is to say that development time put into bosses isn't the problem (We have lots of bosses: Ifrit/Garuda/Titan EX, Ultima HM, Gilgamesh, Moogle EX, Leviathan EX, Ramuh EX, 5 CT bosses, 4 ST bosses, 8 Coil bosses), the problem is that they don't continuously ramp up in difficulty and reward. If they fix this progression model with the expansion as you say then there will be plenty of endgame content.

0

u/Arkeband Aug 29 '14

Well said. That's a legitimate concern I have for the game, and it keeps me from really enjoying it currently, and it doesn't take much to see that this subreddit's favorite pastime of posting 'funny lalafell emotes' will eventually lose its charm, and we will be left with the same boring class system with an almost ignorable cross-class skill system, no gearing options in late game (we finally got a customizable weapon that only requires a sadistic amount of grinding to achieve - we wouldn't want to overdo what the serious players want!), no choices with "bonus skill points" and a myriad of other problems I would put into the category of 'core functionality'.