As we have mentioned fairly a bit on this very website, Closing Fantasy 14 is in a bizarre spot with its content material—a sluggish patch cycle has paired terribly with a considerably scattershot design philosophy that is left casual-to-midcore gamers feeling underwhelmed, and hardcore gamers with valuable little to do in between raids.
This got here to a head within the Forked Tower—to chop an extended criticism quick, the Forked Tower was a raid plonked on the tail-end of the Occult Crescent, a form of open-world content material designed primarily for casual-to-midcore gamers to have one thing to grind away at. Solely, the Forked Tower was an absolute nightmare to get into, requiring a deadly mixture of cooperation, mechanical perfection, and the celebs aligning.
In some ways, it was kinda a raid for no-one—laborious sufficient to place your common joe off, however too tough to affix as an organised group. Whereas director Naoki Yoshida (Yoshi-P) and co. are making adjustments to it, which have been additional introduced in right now’s Reside Letter, there’s additionally been one other promising signal that the MMO is slowly, however absolutely on the mend.
The sport’s new deep dungeon, Pilgrim’s Traverse, was introduced—with the daring assertion that it is a “deep dungeon for everybody! … whether or not you are extra informal or hardcore, whether or not you fly solo or run with a set get together, Pilgrim’s Traverse has one thing for everybody to get pleasure from”.

Yoshi-P then went on to say (because of the Closing Fantasy XIV Discord for the fan translation) that this philosophy was a response to suggestions—basically, FF14’s added informal content material to the odd patches, and hardcore to the even patches. Nonetheless, whereas the sport may need “a lot content material in FF proper now, for somebody who would not do savage, a good patch would possibly deliver zero content material.
“After we’re including 10 kinds of latest content material, hardcore gamers would possibly get pleasure from three of them, informal gamers would possibly get pleasure from three, allrounders possibly 4 to 6. It is uncommon to have somebody who enjoys all 10. A design philosophy change I need to get into is to point out how there are other ways to get pleasure from the identical content material, in an informal manner or in a extra hardcore manner.”
What follows is a Deep Dungeon that principally makes use of the entire chocobo—ensuring Sq. is not merely losing the asset and design work that went into it by gating it behind issue or organisation, whereas nonetheless including tougher variations for the sweats. This is a quick-fire listing of adjustments:
- Whereas different Deep Dungeons locked off later flooring to “fastened” (or premade) events, each flooring of the Pilgrim’s Traverse can now be tried by matchmade teams.
- Typically, the problem needs to be extra evenly unfold out between the flooring, with much less early spikes.
- The Deep Dungeon can have two new “checkpoints” you can begin from—flooring 51 and 71, along with the normal flooring 31 checkpoint.
What’s extra, now you can problem the ultimate boss of the Deep Dungeon any time you want with its personal separate responsibility—”It doesn’t depend as reaching flooring 100, but it surely means that you can apply the final boss and re-entering at 71,” Yoshi-P explains.
For hardcore gamers, nevertheless, there will be a model of the boss combat dubbed “The Closing Verse (Quantum)”. This appears slightly much like WoW’s Mythic+, in that you can scale the battle’s issue by way of “choices”—a minimal of 15, as much as 40. This would possibly not simply change stats, but additionally mechanics: “With 40 choices, that is tougher than the 4th flooring of a savage combat.”
All in all, Yoshi-P says the crew is “attempting to enhance the chances for the completely different play kinds of our gamers. If we add 10 content material [types], I hope gamers can discover seven issues to do.”
We’ll must see this play out in apply, however I, for one, am downright feeling optimistic. For the longest time, FF14’s downside has been catering inconsistently to its playerbase—leaving some overfed and others starved. I is likely to be giving gold stars for fundamental, fashionable MMO design, however because the saying goes, the very best time to make broadly accessible, however scaling content material was 10 years in the past. The subsequent finest time is right now.

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