Final Fantasy XIV - Kiwi Free Company

Coil wasn't even that brutal at 80 unsynched, my dude. On a DPS, you just have to play marginally better than facerolling your keyboard in order to clear. Tanks also have a very easy time with most of Coil on top of that, with maybe only a small handful of fights requiring more than one person to clear them due to mechanics.
I would agree for the most part, but on some parts you're still going to have some minor annoyances. Like for instance in T9 where the 3rd/4th phase becomes a race against the clock to finish off Nael before the dragons ice you to death, Tanks can push the invisibility button to shake it off but DPS are still on the clock. Other than that, I agree it becomes laughably easy but just don't go braindead and dodge the divebombs.
 
Coils aren't even that hard synced if you're not min ilvl. I honestly feel like they could be in Normal Raid roulette at this point.
To see the T9 massacre again? I would love to see that again since last I've saw that was around 2.5 and/or HW.
 
Tanks can push the invisibility button to shake it off but DPS are still on the clock.
Unless they changed something with Endwalker, that is most definitely not the case and I can tell you so from relatively extensive personal testing. Eating two stacks of ice or fire on the last phase of T9 is an instant fail and reset, even if you pop Hallowed Ground on Paladin.

DPS, meanwhile, have the benefit of shitting more damage than a Tank and can more than easily kill Nael before the ice/fire/lightning mechanic as long as you put in marginally more effort than just facerolling your buttons.
 
Re: the twins (since I can't quote your post @Zeke Von Genbu )

I'd argue both characters are pretty rote and rely heavily on anime style tropes. Alphinaud is just the hyper-intelligent pen-is-mightier-than-the-sword type and is a reflection of Japan's whole obsession with scholastic excellence. Ali has the whole tomboy/spunky girl protagonist vibe going, which...is fine. Like all of the Scions are archetypes of some kind because, again, JRPG/anime inspired storytelling.

What I enjoy with Alisaie is that we see a bit more characterization of her. She has brief moments where she has doubt or reservations about what's going on and comes across as a dynamic character rather than a one-shot archetype. Keep in mind that this is within the confines of expectations of a JPRG story. I'm not expecting high-level lit. Alphinaud's characterization is far more inconsistent and not as believable. He goes from being an insufferable ass up to the shit with Ilberd and the Scions going tits up, is mopey for like 2 MSQs and is then back to being his usual self. I can't really recall what the lightbulb moment was for him that made him pull out of his moping.

I'm also not sure if the fact that we're tethered to that little shit for the entirety of ARR and into Heavensward helps or hurts that. Because I think that we'd see more overall character growth with Alphinaud, being handcuffed to him, but I feel that the opposite is the case. Alisaie doesn't have a lot of room to develop as a character because she's off fucking around becoming a RDM or whatever in ARR.

The Coils stuff, which I've only gotten about halfways through, adds some depth to Alisaie's character. My understanding is that it's pretty much all Alisaie, and if that's the case, I think that Alphinaud having a few moments in that plotline could've been useful, based on what I know/have seen thus far.
Alphinaud is deleting the reply button so you stop posting mean comments about him on Kiwi Farms, damn redditor.

Every character ever is a trope if we try hard enough, the bigger thing to me is how each trope is used and what it does for the story. Alisaie for the first 3 or so years of development I feel only really does anything because she's Alphinaud's sister, if Alphinaud didn't have a sister she wouldn't have much purpose to be here and at that point it just feels like additional muscle. Her more unique traits come into full effect by ShB, but HW > SB is just whatever most the time and Coil is her only relevant moment(s) but she shares the big end with Alphinaud anyway. That's why I feel Alisaie is more superfluous for the first half of her time being in the main cast. The Ga bu stuff is cute and that comes back later, but it takes years for that to truly go anywhere and it feels like just a center point of Alisaie's character growth is just delayed until then.

For all of Alphinaud's shit, he does actually contribute something as being the main political voice for the protagonist's side while also being the main idealistic voice in the group. Alphinaud's voice is important as the WoL is basically voiceless in a political heavy series of conflicts. Alphinaud carrying the idealistic core of the story, choosing to talk first ,and avoid just using murder to solve problems is what keeps the Scions on the heroic path where everyone else fails. Alisaie brings something else later, and the two combined (with bits from the other Scions) I feel ultimately form as a sort of intended collective voice for the WoL's position against the antagonists.

Alphinaud pushed his way forward because he ultimately had to given the situation as he think he is one of the last remaining Scions, but even to this day I can still see how much his failures eat at him as he outright comments on it multiple times especially in Shadowbringers. I don't know if I'd call it subtle, but I do genuinely feel Alphinaud is a different person from HW on and I don't find his writing inconsistent. Alisaie's character moments being there more, I feel that's more because Alisaie is much more expressive and emotionally driven while Alphinaud (attempts) keeps an air of professionalism so his changes are more subdued and buried. It is most shown in how they show grief when they acknowledge Louisaix's death, Alisaie cries and Alphinaud attempts to shows resolve in the face of his demise.

Now this is another "I've been playing since 2013, so my experience is different" point, but playing ARR/HW again on an alt made me realize something. This story does not flow as good if you literally blitz it as you can do today, every patch story ending is supposed to be followed by an implied passage of time which really doesn't work when you can go from 2.1-2.3 in an afternoon. That's why everyone goes "Alright we need to stop doing stuff because reasons..." and then you get another quest 5 seconds later if you play today. So for example in 2.55's ending to 3.0's start, their is an implied point where Alphinaud is effectively moping around waiting for asylum (and you can talk to him as an npc during this time) to Ishgard. So for me Alphinaud's change isn't that sudden as I waited for that moment and that wait to some extent is canon within the story.

I think a good amount of our perceptions is due to the fact that how we've experienced the story is different. I think the story was better written for how I viewed it (over time, patches, discussion etc) then how you did as that was obviously the intention for the player base to experience it that way, and the relative binge watching we have today is a consequence of the MSQ's design. Not that all of this makes Alphinaud a perfect character as he is incredibly obnoxious in ARR and if his growth isn't enough then ARR is even worse, but I see Alphinaud's growth more fondly because I dealt with shitlord redditor for 2 years straight every 3-4 months, and got to see him steadily grow and change for the following 6 years after he fucked everything. So as I stated earlier, for me he stands out because he's the only character who's constantly growing in big and small ways due to him being the defacto protagonist that is voiced.

Regarding Coils in normal mode roulette. The biggest problem is T5 (divebombs will wreck DF pugs if you don't get the hill strat), T7 (petrify lmao), T9 (meteors can still wipe you and fire and ice is a bitch for DF), and I think T13 earth shakers would be a complete mess in DF. Coil isn't the hardest shit to do, but it does have more going on and has its handful of "do this wrong? Get dunked on" moments. You must have an extreme amount of confidence in the player base if you want to actually roll into T9 in normal mode roulette as much as...literally anything else.
 
Unless they changed something with Endwalker, that is most definitely not the case and I can tell you so from relatively extensive personal testing. Eating two stacks of ice or fire on the last phase of T9 is an instant fail and reset, even if you pop Hallowed Ground on Paladin.

DPS, meanwhile, have the benefit of shitting more damage than a Tank and can more than easily kill Nael before the ice/fire/lightning mechanic as long as you put in marginally more effort than just facerolling your buttons.
Great, so much for that one video of a DRK solo popping Living Dead on the Ice/Fire stacks. Gonna have to do my own lab work, specially healer solos with working in the Ghost Dragon mechanic and the 2nd rotation of the pillar.

DPS, I agree. You can shit out damage, but still gotta have your rotation down to a fine art instead of face smashing and praying it works. SAM can easily melt Nael down, Reaper's gonna have to build up Shroud and then melt Nael, MNK/DRG/MCH's gotta make sure the pillar doesn't knock them back while nailing down their rotation is going to be that crucial second before the ice comes. BRD's the same situation as MCH, but dunno about DNC and the DPS casters since I don't mess with them much.
 
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DPS, I agree. You can shit out damage, but still gotta have your rotation down to a fine art instead of face smashing and praying it works. SAM can easily melt Nael down, Reaper's gonna have to build up Shroud and then melt Nael, MNK/DRG/MCH's gotta make sure the pillar doesn't knock them back while nailing down their rotation is going to be that crucial second before the ice comes. BRD's the same situation as MCH, but dunno about DNC and the DPS casters since I don't mess with them much.
Not THAT fine of an art. Hell, I was able to solo T9 pre-EW on Red Mage and I can't even do Red Mage's opener correctly much less do some of the fancier things with its rotation management.
 
Although it still helps, but still... able to pull off going braindead on RDM in T9. My hat's off to you.
I didn't quite say "braindead" – like I stated before, the baseline for clearing is just "doing more than facerolling your buttons". Just playing with some degree of competency over your own rotation is enough.
 
I'm halfway through 2.4 of the Seventh Astral Era and it's basically a boring VN.

>go to Revenant's Toll to watch a cut scene
>now go to Gridania to watch another cut scene
>now go back to Revenant's Toll to watch yet another cutscene

Dying for a new area to explore.

I like the voice acting though. And Nanamo breaking down and running into Raubahn's arms was pretty kino.
Finally through patch 2.5. It needs to end now. I'm sure a lot of this is setting up the plot for the next part of the game, but good Lord it is an absolute fucking slog.
 
Finally through patch 2.5. It needs to end now. I'm sure a lot of this is setting up the plot for the next part of the game, but good Lord it is an absolute fucking slog.
Unfortunately, this will be the true for a lot of post-ARR patch content. They're doing a lot of setting up (maybe not even with that intention), which will only make sense like 2-3 xpac down the road.
 
Finally through patch 2.5. It needs to end now. I'm sure a lot of this is setting up the plot for the next part of the game, but good Lord it is an absolute fucking slog.
Assuming I've read where you are correctly, as long as you've done Crystal Tower you got about 3 more hours at this rate, 2 might be possible but (I shit you not) their is a nearly hour long string of cutscenes at the end that is meant to pay off what's going on. You will get a very explicit warning "Please set sufficient time", they are not kidding whatsoever with that warning.

I hope you enjoy yourself and if you don't, then I hope you at least find some level of fulfillment with Heavensward.
 
Between each expansion, there's something like the post-ARR content: a lot of "go here, listen to people talk about a thing, go here, listen to people talk about a thing." Indeed that becomes the normal mode of storytelling going forward, as - let's be honest - the MSQ's "gameplay" consists of standing in a spot and hitting 2 or 3 enemies for the most part.

The difference, though, is that they learn far better pacing. The storytelling itself becomes more cinematic during its exposition dumps, there are more regular occasions of the instanced combat setpieces, and you're rarely as far from a dungeon or a trial as you are when you start the ARR->HW slog. Though there are still groaner moments that drag, there's at least the promise that things will improve quickly enough rather than descend into longer and longer theoretical discussions of gibberish that the player has no proper way to parse or contextualize.
 
I got paladin to 50 and started work on warrior since I enjoy "batch leveling" certain classes. I'm 42 now and it feels like warrior early on just gets way more than paladin, am I alone in feeling that way?
 
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I got paladin to 50 and started work on warrior since I enjoy "batch leveling" certain classes. I'm 42 now and it feels like warrior early on just gets way more than paladin, am I alone in feeling that way?
WAR does reach it's full rotation quickly; most of what you get in later levels are enhanced versions of skills. PLD, meanwhile, doesn't get it's full rotation until 68 with Requiescat. Somewhere on the internet, several groups of nerds are endlessly arguing over which leveling experience is better.
 
I feel like Im leveling up a lot slower when doing dungeons now since I can't get XP from regular enemies anymore. Did they ever say why the only XP sources are now just dungeon bosses?
 
I feel like Im leveling up a lot slower when doing dungeons now since I can't get XP from regular enemies anymore. Did they ever say why the only XP sources are now just dungeon bosses?
It isn't slower that's for sure, why they did it is frankly anyone's guess as they never talked about why they did this. I'd imagine the only probable reason is so people don't argue about getting "the most exp" in places like Aurum Vale or Haukke Manor where their are optional things you could do to get more exp in those dungeons.
 
It isn't slower that's for sure, why they did it is frankly anyone's guess as they never talked about why they did this. I'd imagine the only probable reason is so people don't argue about getting "the most exp" in places like Aurum Vale or Haukke Manor where their are optional things you could do to get more exp in those dungeons.
I'm almost inclined to argue "Why don't they just fucking retool the dungeons then", but it seems like so many outstanding issues about XIV hinge around the fact that they cannot, for one reason or another, make bigger changes to the game as easily as we all assume they might be able to.

Sometimes I really fear for XIV's continued growth at this rate.
 
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