Why Action Games Can Feel More Strategic Than FFXIV

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I know the title may sound provocative, but I do not mean that FFXIV has no strategy. My point is more about how different defensive and damage interactions can create more meaningful decision-making.

One thing I find interesting in many action games is that different attacks often require different defensive responses.

For example:

Some attacks are meant to be dodged.
Some attacks are meant to be blocked.
Some attacks are meant to be parried.

Of course, FFXIV is not the same type of game. It is a tab-target MMO with server ticks, latency, and netcode limitations. Because of that, I do not think FFXIV can copy action-game systems directly.

But I do think FFXIV could learn from the design philosophy behind them.

In many action games, defense is not just “press mitigation.” The type of incoming attack changes what the correct response is. That creates decision-making. You are not only asking, “Do I defend?” You are asking, “What kind of defense is correct here?”

I think FFXIV has moved away from this idea too much.

In older expansions, we had things like slashing, piercing, and blunt damage. I agree that the implementation was not great. A lot of it became passive party-composition bonuses instead of real gameplay decisions.

But I do not think the core idea was wrong. I think the execution was the problem.

Instead of removing almost all meaningful differences, I think the system could have been redesigned in a better way.

For example, a tank that is especially strong against magical damage should still be viable against physical damage, but not equally effective in every situation. The goal should not be to make one tank mandatory or another tank useless. The goal should be to create small strengths and weaknesses that make job identity matter more.

The same idea could apply to DPS jobs.

A DPS job focused more on multi-hit damage could be stronger in certain situations, while a DPS job focused more on single-hit burst could shine in different situations. Both should remain viable, but they should not always feel like different animations attached to the same damage profile.

This could also apply to healers.

Right now, healer decision-making often feels limited because many healing tools are extremely efficient oGCDs, while GCD healing is usually something players avoid unless absolutely necessary.

If encounters had more varied healing patterns, healers could make more meaningful choices. Some damage patterns could reward shields. Some could reward regen. Some could reward burst healing. Some could reward delayed healing or planned mitigation.

Again, the point is not to make one healer required. The point is to make their differences matter more.

I understand that FFXIV needs strong balance, especially for Savage and Ultimate content. I also understand that older versions of these systems had problems.
But I do not think the answer should always be to remove differences until every job handles most situations in a very similar way.

A better version of this system should follow a few rules:

Every job remains viable.
No job becomes mandatory.
Strengths and weaknesses are noticeable, but not extreme.
Encounters reward different tools without forcing a strict meta.
Job identity is connected to gameplay, not only visuals.

In my opinion, FFXIV does not need to become an action game. That would not fit the game.

But it could learn one important lesson from action games:

Different types of attacks and defensive responses can create more interesting decisions.

The issue is not that FFXIV has no mechanics. The issue is that many mechanics interact with jobs in very similar ways.

I think adding more meaningful damage types, defensive profiles, and healing patterns could make combat deeper without destroying balance.

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