Oh you didn't finish the elites? K then
Yuna looks pretty nice but she has an awful SB, unlike Garnet. When WM5 becomes useful, Yuna'll be the best, but for now my default healer will stay Garnet.
Re: FF14:
Okay I'll elaborate.
I was comparing FF14 to other FFs, not MMOs, which is why I complained about endless grinding (Other Final Fantasies having literally 0 grinding, save for the other MMORPG in the series, and FF10 during the postgame)
I feel that I could probably like a MMO one day, just like I finally started to enjoy roguelikes thanks to Spelunky. But MMOs have not had such paradigm change yet, and FF14 certainly didn't try to be different and ambitious. (This is actually the only one thing that makes it stand out compared to every other Final Fantasy)
Redundant jobs: How, exactly, are they redundant in 1) a way other FF job systems are not, and 2) a way that isn't necessitated by the realities of MMO design? (There is certainly some redundancy inherent there. Some of it is a necessary evil in MMOs due to role stratification; MMOs explicitly don't permit the inclusion of gimmick classes, because every class has to contribute something meaningful to group play, and in a well-designed MMO, no one class' contribution should clearly outweigh that of any other class in the same role.) If the classes were truly redundant, then optimal group composition for raid content would involve identifying the single highest DPS class and bringing 4 of that class and only that class for the 4 DPS slots in raid groups. Being roughly in contact with three different raid groups that are decently competent at this game, I can assure you that this doesn't happen and that FF14 raid compositions tend to be quite varied within the guideline of 2 tanks, 2 healers and 4 DPS; the community pretty much universally agrees that doubling up on any class ever is generally to your raid's detriment, from what I can tell.
In other Final Fantasy games, jobs heavily change your playstyle. Here you're auto attacking and waiting for countdowns to... count down, with every job. Playing solo, you'll always do this all the time no matter what your class is.
There isn't much you can do against stronger enemies than you except Get Higher Numbers, unlike other FFs which are typically very LLG friendly.
With other players, classes seemed to mostly fit into the MMO trinity (Tank / DPS / heal) and you seem to get very few variations in playstyle between each. Tell me if I'm wrong but I don't think there's the crazy shit like Mix, Math Skill, Throw, Terraint, or even Steal. And, again, there's not a lot of variation in your playstyle. As an individual player, you don't have much of an option to be creative.
Class composition choices could be interesting but it's not like you have much of a choice unless you've been levelling every job (lol)
In other FF games the earlygame is relatively simple and gradually eases you into new mechanics, but the base gameplay stays engaging. Which isn't the case with FF14.
Endless grinding: I wouldn't characterize it as "endless" but I will concede that FF14 is slightly more grindy than is my preference (for reference, I consider WoW's leveling grind to be about "just right", and FF14's is notably protracted by comparison in some ranges). Grinding in MMOs in general, of course, is another consequence of the medium; no doubt it originally existed to ensure that monthly subscriptions continued to get renewed month to month, and even now in this era when more and more MMOs are coming out in a freemium format, it exists to partly alleviate the fact that no development team in the world can create new content for the game world at a rate that keeps up with players' consumption of content. And when players run out of content, they quit, and they often don't come back.
The problem is that the grinding is purely mindless, while Destiny grinding for example is at least involved.
Endless backtracking: Return to the Waking Sands. Sure, there's a lot of backtracking in FF14. There's also a lot of backtracking in basically any offline RPG that ever has any kind of a central hub location for anything. FF5 sticks out to me as a game with a lot of it (mostly around the Catapult, Ancient Library, and Sealed Castle Kuza). So I mean, sure, this is accurate enough, but I don't see how it's a unique criticism at all... and in the specific context of FF14, anyway, it kind of makes narrative sense for what is, at first, presented as a quasi-secret society to, you know, want to stick around in their quasi-secret base, not gallavant around in public all the time.
Also wait if you hate endless backtracking how the heck did you like FF12 because holy crap it has probably the most backtracking in the entire damn series. Hell, 14 itself has more convenient travel.
Each time you do a quest you have to backtrack to the city to go back to whoever gave you a quest, then look at the minimap to find other quests. Quests is all you do unless you're grinding instead, and they're 2% talking, 80% walking to/from the destination, 18% fighting. The backtracking is immense, it's more than half the game from what I've played. You can pay to make it slightly more painless. Amazing.
FF12 had a moderate amount of backtracking during the main story but nothing this crazy. Optional monster hunts required backtracking, but each led to overall really good boss fights. (which led me to start some unfinished stat topic. I'll go back to it if the game gets an HD remake, promise)
No thinking required during gameplay: Yeah, uh, no. Sorry, I don't mean to be rude, but this is 100% horse shit, unless you want to be a really bad player in any content past about level 30, which is about when the game starts taking the training wheels off its group content and expects you to actually deal with enemies having specialized mechanics. Roughly speaking, you can say that the first three dungeons are more or less tutorials on how to play in groups. (On that note, organically teaching you how to actually perform in group content is an area in which MMOs are typically very weak, and an area in which FF14 relatively excels by the genre standards. Compare WoW, which pretty much just throws you in on the deep end and doesn't ever teach you the fundamentals of "how to tank".)
"It gets good 50 hours in"
I think I have played FF14 for about 20-30 hours, and you know, games should get good at least after one hour, two hours tops. I pretty much dropped Okami immediately because of the beginning and am not willing to go back.
I actually felt particularly generous to FF14 because I know MMOs are a slow burn (and I found the mindless grind moderately addictive while watching something else). But, in the end, fuck all was happening, and I knew things would not really get better.
Worthless story: Respectfully disagree here. FF14 probably has the best story presentation in the MMO industry, which is to say that it exists at all. (I will accept that it is limited somewhat by the nature of the medium, e.g. silent protagonist problems.) Also it actually largely makes sense and is internally consistent, which is more than I can say for, say, FF13.
Cutscenes have no rhytm whatsoever, character models are extremely stiff and the entire story is generic. Click to any random part of this and be immensely bored:
https://www.youtube.com/watch?v=mvWnCYolcQI&list=PLlMscAdJiuKpO2v6B6fImPqmIU1fQmGQZ&index=3Compare to the beginning of FF10 for example.
Let met set the bar IMMENSELY LOW and compare it to Arc the Lad 4:
https://www.youtube.com/watch?v=NQT5p0AUgI4FF14 is not even that much better than Arc 4 man
Can't comment on FF13 as I skipped every cutscene
The world is a FF-themed theme park instead of an actual FF world: I'm not honestly sure what you even mean by this, elaborate?
No NPC is telling you an interesting story about their first love or, I dunno, trains.
There's supposed to be a war that went on, or is still going on, I think. It's hard to notice.
Areas don't have an atmosphere beyond the same "Kinda pleasant" feel that applies to everything.
Nothing changes and people are forever glued in one place.
There's lots of boring flavor text, lots of insipid dialogue that exists to justify asking you to fetch 5 evil feathers from 5 evil bunnies two areas from here. Any random page from the FF12 bestiary is more interesting than any flavor text I've read in FF14.
Everything is sterile, artifical, and static, so it feels more like a theme park than a real breathing world.
You could also say this about early FF like FF5. But 1) At least FF5's world at least is constantly changing. 2) World building is far more important in a MMO than a regular RPG 3) FF5 has awesome gameplay 4) FF5 is more than 20 years old
"It's not like I had any epic boss battle anyway": Yeah, you didn't play long enough. Sorry, but it's true, what non-MMO FF game has had an "epic boss battle" in the first quarter of the game? I typically associate "epicness" in boss battles with boss competence, and while single-player FF isn't known for boss competence in general, it's CERTAINLY not known for *early game* boss competence.
Yeah I wasn't particularly talking about difficulty here.
5 minutes into FF3 and you get this battle against LNDTRTL, nothing would be half as memorable in FF14:
https://www.youtube.com/watch?v=tZnoIwvABPEAlso, sorry for using the word epic, I hate it too
I also forgot to mention FF14 maybe having the worsts UI of literally any game I've ever played. (on PS4)