The problem with that is that FFXIV's appeal isn't concentrated at the "endgame" like WoW is. FFXIV's appeal is in the story content. ARR suffers from pacing issues, but the story is why you're here playing the game, and is necessary for the future stories to work (establishes the world, introduces you to and gets you invested in the characters, etc.)
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Skipping to Stormblood or Shadowbringers isn't like jumping into the Witcher 3 (which has a loose connection to the plots of the prior installments and is effectively a reboot) and not really needing to know any prior stuff; it's like jumping into one of the latter Trails games, or the later season of Gundam or Naruto. You really, really need to have seen the stuff before to understand or care about what's going on.
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Endwalker is going to be the end of the current storyline. After Endwalker they're going to start a new storyline, and it has been implied that new players will be able to jump into it from the start of their FFXIV experience, so new players will be able to do the new stuff everybody is talking about.
Last edited by Val the Moofia Boss; 2021-06-26 at 06:09 PM.
With the main story wrapping up in November, I'm really curious how SE is planning on setting the stage on a new story when story is the main selling point in the game. A bad story won't kill the game since so much of the fan base is fanatically loyal to it, but it could really sour the more casual players.
If I was in charge of FFXIV, then I'd have the new story be about going to Meracydia. That continent was scoured by Allag in the past. Maybe a tribesman from Meracydia comes to Eorzea and asks for help trying to restore his homeland. You talk to the Ironworks and they load some terraforming equipment and engineers onto a ship and you sail over. Maybe a dragon tags along because they want to meet up with old buddies from there. And then you go to Meryacdia, setup a base camp, meet the tribes, explore ancient ruins, help restore the land... and then you meet whatever villains are plotting here, etc.
Story would be completely divorced from the Aldenard saga. No Scions, no Ascians, no nation leaders, etc. A new player could jump into this storyline right away, requiring no prior knowledge or investment in FFXIV, and it wouldn't spoil the other storyline.
Why?
IMO it makes the argument even stronger. If they're already spending time and resources creating and implementing a rehashed system, why would they spend even more resources to make flying just as laden with obstacles as the ground?
In your opinion it's wasted resources and that is doesn't improve the game at all. They obviously think otherwise, or they wouldn't be doing it again.They introduce borrowed power every time which is completely redundant after an expansion cycle. It does not improve the game at all because it is just temporary. It is wasted resource, the literal definition of it.
It really depends on what you want from flying.Whereas a creative thought out flying leveling zone is there for eternity because you can engage with it forever, while leveling with alts and new players alike.
I personally hate the idea of flying having just as many obstacles and things to deal with as things on the ground. I enjoy flying specifically because I don't have to deal with that stuff. It feels like a real reward.
Thanks for sharing.The WoW dev team lacks any foresight, they just think of the now and yes, borrowed power feels good short-term. But every time a new expansion releases it gets thrown away. This gets more tedious than they think. If 10.x is AGAIN just a borrowed power expansion im just not gonna do it anymore. I want PERMANENT improvements, not a cool gimmick for a year or two.
I don't mind the borrowed power system because it does give something for the players to continue working on, outside of just gear, when it's the current system. Obviously there are those that think otherwise, but that's why this is subjective.We are currently in Expansion Artefact Power 3.0 (legendaries where you farm soul/cinders to level up), and Garrison Resource 4.0 (anima) both of which, again are here for a year. If they go for 4.0/5.0 I am sure many people quitting are getting sick of it. Add something permanent, stop pruning and borrowing power.
We can agree to disagree here.
To answer the thread title. The amount of gold rewarded for doing stuff is nice and covers costs easily. Sadly it is about the only thing I like so far having just finished ARR MSQ and starting the renewed line. You asked for positive so there it is, the negative list is very long as pretty much the rest of my experience with the game is negative so far. If the struggle with the issues I see it having continue into newer content I wont be sticking with it, will be back on to ESO full time instead of splitting the time.
Borrowed power is fine for me in WoW and other games as long as it is open to everyone and doesnt involve time gated chores , random effects that are "carefully balanced" (sure Ion), play the content I like, see results. Not play mythic raids or 100+ M+ dungeons a week because gear is the metric in WoW and dont have options outside of that because the owner seems to want WoW to be an eSport or time sink for "engagement"...
Last edited by Ajantisz; 2021-06-27 at 01:31 AM.
I think that the thing I enjoy most about FFXIV is that the combat is so much more complex than it is in WoW. It's just not as fun for me when combat is too simple like it is in WoW. When rotations are more complicated like in FFXIV is gives me moments to shine when I've mastered a particular rotation.
"We must now recognize that the greatest threat of freedom for us all is if we go back to eating ourselves out from within." - John Anderson
Usually "moments to shine" is when you use full understanding of your class to save the day, like when rogues could pop Evasion and try to live through last percents of boss when both tanks are dead or hunter kiting the add with precise usage of CC to allow the rest of the raid focus on killing the boss. Class kits in FFXIV don't allow that, since almost all of your buttons are just DPS, crowd control is absolutely useless and there's no raid utility that isn't just +damage (there's Peloton, but it doesn't work in combat).
I'm super digging the game now that I have a better understanding of roulettes, leviquests, hunting logs... Basically how to get XP on alt jobs.
Something I still have no grasp of is "materia", some gear has sockets on it but what goes in there?
Also someone was talking about "desynth" or something which sounds like disenchanting, what's that about?
So being bottom DPS and over time learning to become top isn't a moment to shine?? I don't think I'm the best tank in the world because I know how to use a defensive cooldown at the right moment, it's not until I've fully mastered every facet of the class that I would even begin to develop hubris.
Materia is the same as gems in WoW, you insert it into materia slots to get more secondary stats. You can either use materia melder NPC for it (in any city) or level your crafting jobs and meld it yourself. Do note that there's secondary stat cap on every item and you can't meld materia with stat that is already capped. Basically, if item gives you, for instance, Critical Hit and Direct Hit, most likely you'll only be able to meld materia with Determination and Spell/Skill Speed (unless one of those two wasn't capped).
Essentially it's disenchanting, but separate for every crafting job. You can get it after level 30, it allows you to disenchant any item that is tagged as appropriate for your job as long as item's required level is lower than that job's level.
It's called "pulling your weight".
That's my experience as well. I used to play WoW way too much before it started to become bad. The game had a lot of good parts but difficult challenging rotations was never one of them. Way too many classes were either builder spender, "press what's off cd" or a combination of the two.
2-3 buttons isn't really accurate but 4-6 is and that's just waaay too low.
Most WoW specs just put me to sleep towards the end, regardless of how many I tried. Dot weaving SP in WOD was kinda fun, very simple still but fun at least.
Arcane mages and MM hunters are a prime example of 2-3 button rotations.
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It is slower. And it's because the animations are slower and more janky. It also feels slower because it's the same 2-3 buttons for the vast majority of specs.