Of course, this will likely coincide with another in-game event which we haven’t yet heard about; until we do, you can tide yourself over with another piece of fiction in the ongoing Tales from the Storm series highlighting tales surrounding the events of Stormblood. (As always, be fairly warned that there are spoilers.) Keep your eyes peeled for more information about the anniversary broadcast as August winds down.
The funny thing is that in this case, I feel there are fewer jobs where the reality is that the job isn’t that good but just gets perceived that way; it’s more a case where some of them are being seen as outright overpowered when they’re really in a pretty good spot. But enough of the hand-wringing; let’s move on to the jobs that everyone sees as being the absolute winners of the expansion thus far, and examine whether they’re really so great.
By contrast, right now with Stormblood, I’m already halfway done with the leveling of combat jobs. My overall goal of leveling everything to 70 plus all of my alts should be done by mid-November. I know that later today, I’m going to be getting at least two more levels, maybe more, and I’m well on my way to my goals. And I’m not bored or putting in the time, I’m excited.
I’ve seen this sentiment going around from other people, too. There’s a general sense that leveling and just playing is much more fun with Stormblood. So what’s the difference? Why is it that now leveling up seems like less of a chore, when the usual methods of leveling quickly (FATE trains) have basically dried up to nothing?
If you can’t make it to the convention, you don’t have to miss out; the panel will also be streamed live at 4:00 p.m. EDT on September 2nd. Attendees on the floor will also have the opportunity to take on the Susano battle challenge, complete with the traditional t-shirt reward for those who manage to down the Lord of the Revel. (You will also be legally allowed to quote his many charming voice lines if you win.)
I cautioned extensively against people making balance predictions based on early preview mechanics before, and in the case of the jobs most frequently cried about as being dead, that turned out to be right on the money. (Surprise, White Mage isn’t on this list!) Now that we’ve actually been playing the expansion for over a month and have Savage information to look at, we can make a more comprehensive picture of which jobs are seen by the community as being good, which ones are bad, and which ones… just sort of are still there.
But let’s start with the losers. Because that makes a fun headline. Who’s on the downward path, and are they actually bad/worse, or just not as good as before?
Having characters going through fresh allows me to ask questions from the perspective of someone going through for the first time. And the result is a game that is actually astonishingly well-assembled and relevant at all levels. Heck, the changes to 50/60 roulette and tomestones alone make for a set of relevant dungeons that could easily be consigned to history; I appreciate that immensely.
But having said all of that, I can’t help but notice that there are issues the game is going to have to deal with, probably sooner rather than later. This expansion? Likely not. Next expansion? By that point, definitely. So let’s talk about the problems that aren’t currently there… but totally will be.
So what does come next?
Obviously, this column will feature spoilers, so consider yourself fairly tagged. But I think this is a relevant question to ask because this expansion is, in its own way, a very different animal from its two predecessors right out of the gate. The relaunch ended its story in a place so open that it could really go wherever without a problem, while Heavensward ended the 3.0 MSQ with obvious points for continuation. (It helped that the obvious thrust of the expansion took a sharp left turn around level 55.) In the case of Stormblood, though…
Yes, I’m avoiding saying more before the cut. Spoilers down below, people.
A reader recently sent in a letter asking Justin to explain why he (Justin) had never really connected with Final Fantasy XIV despite giving the game the ol’ college try. I can’t answer that question, obviously; I’m not Justin and don’t presume to know how his mind works, and given his pathological hatred of elves, I’m not sure I’d want to. But I can point out some of the little things that make me fall in love with the game all over again on a regular basis, something that’s hitting me hard as Stormblood ups the bar significantly from the level established in the game so far.
I make no secret of the fact that I’m a fan of the game, and I have been for years. But there are a lot of reasons for that, and some of them are just reasons like these. Every time I duck back into the game (on a daily basis, yes), I notice something I missed before, and half of the time it makes me smile. So let’s look at the little things that make me adore this game.
The patch also includes new Orchestrion rolls, the new Lost Canals of Uznair for players who take on full-party treasure maps, new items, new decorations, and so forth. There are also several job adjustments, so there’s more to touch on across the board. Check out the full set of patch notes if you’re unable to play for a while, or just dive right in if you’re at home and can’t wait to start earning Creation along with the existing Verities.
The patch also adds in yellow scrips for crafters and gatherers and adjusts a number of action potencies slightly, as well as correcting various bugs the game has endured since launch. It’s only the start of the game’s endgame progression, but it should definitely give you something additional to do on a weekly basis if you’re growing a bit tired with the Expert roulette already.
Obviously, for this column I’m going to be discussing spoilers for the MSQ. I am going to be doing so in a fashion designed to obscure as much information as possible for people who have not yet finished the plot, and I’ll spoiler out any big plot reveals, but be fairly warned as you dip into the comment section. But be fairly warned, there may be spoilers ahead. The good news is that spoilers don’t matter too much because even with them the plot is really good. And not really reliant on shocking swerves.
Instead, I want to talk about some pretty interesting changes that can easily slip under the radar in terms of currencies. I wouldn’t say this stuff is easy to miss, exactly, but it’s easy to not really think about it when you’re knee-deep in going through the game. So let’s talk about currencies, what you can buy, and what implications this has for the game moving forward.
The good news, then, is that it sticks the landing.
Everything that worked well in Heavensward has been brought forward and refined, and the parts that hadn’t worked so well have been trimmed away, repurposed, or outright removed. It feels very much like an expansion to the same core game, but in the process it manages to address almost every complaint I had over Heavensward almost incidentally. And it continues on in the high standards the game has set for itself over the years, resulting in an expansion which I’m already in love with after finishing the main storyline.