The matter of stat weights and best-in-slot gear has already been attracting ferocious debate in various parts of the community, and you know the debate has gotten to a fever pitch when Yoshida actually addresses one of the stupider new customs in a live letter. (That would be tanks wearing 270 STR accessories, for the record.) So I think it’s well past the point to talk about the issue of tank damage, tank scaling, and numbers in general. They may not carry the allure of story sequences, but they’re still important.
wisdom of nym
I wound up powering through the entirety of Omega’s normal mode on the same day it was released, somewhat to my surprise. (It was a bit of a highlight.) Obviously, not everything is going to be clear on just one playthrough, but now that we’ve gotten our first week or so with our new high-end endgame stuff, it seems like a good chance to pick apart what worked, what didn’t, and what’s worth considering with this new raid. Both in terms of story and mechanics, I might note.
Please note, of course, that there may be minor spoilers within. There’s nothing that gives away big chunks of plot, but if you haven’t yet done Omega and really want to remain wholly unspoiled… tread lightly.
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.
There have basically been two attitudes throughout the past weekend with Final Fantasy XIV’s early access to Stormblood. Here, we’ll run it like a Tumblr meme; tag yourself appropriately in the comments:
- “Wow, all of this stuff is really cool!”
- “A system error occurred during event movement.”
I spent Friday and Saturday stuck in the latter, but Sunday I moved on the the former. But I can’t really talk about this early access period without talking about the server errors, what may have been causing them, and what should be considered when discussing them.
Because, make no mistake, this was not a fun weekend to be trying to play FFXIV much of the time. It was often dizzying in its frustration, and it was made all the worse because there’s always a communication gap with the game despite the best efforts of the staff. This in and of itself is something I really should write a column about, but that’s not today’s column.
But all of that’s in the future. Right now we’ve got a couple of days left, and I’m here to tell you that it’s your last chance to get everything ready to go. If you’re pumped as heck about this expansion – and let me tell you, I certainly am – you’ll want to make sure your last few checklist items are taken care of. So let’s give a last-chance checklist for people to accomplish over the next four days, yes? Or, well, three and a half now. It’s the noon slot, you see.
Unfortunately, we’ve already started seeing people crying that the sky is falling and that Stormblood will be the worst thing ever, because now we know about the abilities. And… yeah, that’s downright bad.
Look, you all know how much I love speculating about things. I speculated about which abilities various jobs were losing or getting compressed (and wound up at about 65% accuracy, which I think is pretty good), I’ve speculated about what we’d hear at the various fanfests, I’ve speculated about jobs we’re likely never to get. But there’s good speculation and bad speculation, and your speculation about what the jobs will look like in terms of performance at 70 right now? It’s bad. Let’s talk about why.
Admittedly, that anticipation is likely slightly different for those of us who have more information coming later this week. But that’s a different discussion altogether.
There’s a lot to analyze and unpack from the live letter, but for reasons which I trust are immediately obvious, there are several parts of it I don’t want to talk about right now. Instead, let’s talk about PvP, choices, and pressure. Mostly PvP, because boy, that’s a large-scale rework that’s going to have some impact, isn’t it?
All right, the answer to the last question there is pretty transparently a “no,” but let’s not derail the opening preamble here too badly. We’re considering here.
The biggest problem with evaluating any expansion at this point is that until Stormblood releases, we don’t really have a great deal of context, just the base game and what came afterward. Context matters a great deal, but it’s easy to speculate about whether Heavensward will go down as being one of the best or one of the worst expansions. But we can at least look at it in relation to the base game, and what it changed.
We’ve covered the majority of the game’s battle content, but there’s still a bit more stuff to cover, and I could probably go into more depth on a few areas if I wanted this to be even longer. But let’s start by covering the content that, arguably, flopped pretty badly on launch, to the point where the whole system got yanked, revised, and returned in a much more tolerable form. Which has its own problems, but hopefully provides a good template moving forward.
I’ve also gone back through and re-titled some portions of this series simply because numbering wasn’t doing any favors to the overall structure. So if you’re looking through the roundup, it should be easier to tell what each installment is all about.
The “trials” category is, of course, pretty broad; it covers Alexander, the full alliance content, and the Primal fights. It’s also where we start running into some content where I personally just sort of nod and opt out… but we’ll get to that in the column itself. Onward! We can see the endpoint!
Seriously, if I haven’t mentioned this lately, I really like Palace of the Dead and I can’t wait for our next deep dungeon. It’s a really cool addition.
We’ve also got a roundup of all of these columns at the end, if you need to catch up, because fitting in a rundown of everything was getting increasingly difficult as I’d been doing these in-review columns for more than a month now. Last week, I talked chiefly about leveling dungeons and the zones we ran through along the way; this week, it’s time to start talking about things at the top. Start, naturally, with the expert-level dungeons.
Also, we’re reaching the point where I know I’m going to forget to mention at least one or two things that were really keen from the expansion, but that’s a different discussion.
In terms of sheer volume, of course, Heavensward nearly matched what we got from the base game in terms of patches, and arguably surpassed it in some categories; sure, we only got 10 dungeons from patches rather than 15, but if you didn’t have any interest in Coil in 2.x, you got the entirety of Alexander, which was new. But volume alone isn’t the determinant of how good that content was. So let’s start in on that, albeit not with the dungeons.