So let’s correct this now and talk about these dungeons. The level range for things was adjusted after my initial preview, and we have a similar leveling arrangement to how things were in Heavensward, but I honestly like this batch more. Part of it is familiarity, sure, but I remember feeling like the first two dungeons in Heavensward were kind of clunkers even when they were new, compared to really enjoying the heck out of everything in Stormblood. Of course, that doesn’t mean there aren’t high points and low points, but… well, let’s just get to it, yes?
wisdom of nym
This is relevant because the Armoury system, as we’ve seen so far, doesn’t emphasize the mix-and-match nature of Jobs (which we also see in other games with similar systems, from the aforementioned main series titles to the various Final Fantasy Tactics installments and more peripheral derivatives like Bravely Default). It emphasizes roles.
And I think it’s interesting to consider this fact in light of the fact that Stormblood, in many ways, has kind of put nails in the coffin of cross-job pollination. And all of that kind of centers around understanding the shift in PvP.
Of course, the lengthy anniversary broadcast didn’t reveal everything we’re going to be hearing about for the patch; it was more of a tease than a full rundown. But we can derive a lot from that tease alone, so let’s talk about what we’ve heard so far for patch 4.1. We’ll know more around the middle of the month, but we’re here now.
What was once shocking or surprising has now become mundane, and what was unexpected is now the most expected thing in the world. Another expansion is going to come out in a little under two years, we’re going to get more reliably paced patches, the game is going to continue on as it has to this point. Is there nothing interesting to say about all of that?
Of course there is.
That makes these jobs a little harder to talk about, because they’re not in the midst of any sort of perception shift. In at least one case, we have jobs that have basically just maintained their position in the game’s overall makeup across expansions, yet they haven’t seemed to change enough for people to really notice what they’re doing now. Are they good? Bad? Neutral? What’s going on with these jobs? Let’s talk about it.
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?
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.
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.
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.