Take it to mean that Yoshida's design philosophy is meant to remove much of the complexity that turned XI into a spreadsheet driven nightmare factor where DPS is formulated in labs and tested on small rodents. For better or worse, XI got too complex and with so many moving parts it's damn nigh impossible for the devs to keep things balanced and so we get a flattened down model here. Everyone speaks of middle ground but in reality it's a very difficult position to find.
Based on what we've seen thus far, Yoshida is more concerned with you actually doing the instances. And by that I mean doing the dance, dodging the deathcones and eventually memorizing the runs. The barrier won't be your job or even gear per se but the ability to follow the script to the letter in order to succeed. Even something like Titan HM was more complex than anything XI managed to muster.
My gripe is with the itemization which I agree is boring, dull and lifeless. Even among equal level ilvl gear we could see some more variety even if it was some unique NM type weapons harkening back to days of XI old. A blade with enspell damage, an axe that occasionally shoots stone spells, a staff that pukes up a fairy or a polearm that drops poison pools.... I mean anything.
XIVs greatest issue to me is it isn't worth subbing for months with lockouts and obvious 'walls' to content. Games social aspect is basically void with instancing for everything and very little overworld shit.
XI Wiki



