You can, of course, read that as a natural consequence of any game you play for an extended period of time. But I think there are reasons that this is hitting now, when I know full well that if I wanted to there are definitely things I can do in the game. I do not want for content by any stretch of the imagination. So why, then, do I not want to play that content? Why now? What’s different about this situation?
wisdom of nym
Forums being what they are, this resulted in what I’m going to call “lively debate” because it implies less name-calling. But the fact of the matter is that the poster in question was right, as I said when asked at the time. The player was correct that the healer’s only actual role was keeping the party alive. Swapping into Cleric Stance on the regular to add in DPS is not part of the healer’s job, it’s an option, and saying “I do not enjoy this option and will not play this way” is entirely valid.
But it’s also wrong, after a fashion. Which is why I’ve been turning it over in my head for a while.
We know it as that because that’s its title, yes. Work with me.
Oddly, we almost incidentally found out one of the big revelations of next year before the year even arrived, but it’s going to take us most of the year to actually get there. But I’m getting slightly ahead of myself. Let’s start looking at 2016 for the game with a mix of speculation, certainty, and smug certainty that we won’t be eating crow about these predictions in five minutes.
But I’m not. In fact, I’m pretty much fine with the Anima Weapons being what they are.
I’m not saying that I’m sure any and all future developments will be absolutely fine, mind you. It’s entirely possible that the next set of quests will make me very angry or annoyed. But as things stand? Yeah, this doesn’t bother me. So why was one a terrible thing and this one I think is all right?
Everyone who plays the game (and even several people who do not) knew at the start of the year that this would be a big year. It was the game’s first expansion, it involved the wrap-up of the previous storylines, and it was up against several other big high-profile launches. So how did the game do for its second full year of post-relaunch operation? Assuming you’ve forgotten all of the columns I wrote about how it was doing along the way, I mean.
So where does that leave Final Fantasy XIV‘s three new additions?
None of the new jobs introduced with the expansion is unusual at this point, but they all still occupy a unique place in player culture simply because they are new. Beyond that, however, all three of them have an odd place in player minds that may just be there until we get another set of new jobs with the next expansion. So let’s take a brief and highly unscientific look at where these jobs are as we steamroll toward the new year.
Yes. It is almost certainly coincidence. But it’s a coincidence that makes me very happy, so I suppose I’ll take it.
Final Fantasy XIV makes a big deal out of jobs, classes, and cultural underpinnings, but one of the things that I also see as being a source of great misunderstanding is how those jobs work in the lore of the setting. So today I want to talk a bit about the lore behind jobs, job stones, what these occupations mean, and where all of these jobs exist in the setting. It’ll be fun for the family.
There’s a whole lot to be said about the Diadem. Let’s start: It’s kind of a mess because it’s a really solid idea lacking the clarity of purpose found in most of the game.
Well, that was quick. Who wants lunch? Or, no, you want me to elaborate on that point for another several hundred words as I always do. I suppose that’s fair.
In the broadest terms, the Diadem is sort of meant to be a new style of content for Final Fantasy XIV, something that it hasn’t tried before. The designers have showed that they know how to design dungeons, large-group challenges, massive raids, solo content, crafting content, and so forth. What the game hasn’t yet had is content aimed at loosely banding several players together for content at a lower stress threshold. That was the idea behind Hunts, but due to a number of factors, they didn’t quite work. And most of those same factors are hitting the Diadem just as hard, just from different angles.
Apparently, I do. That is a character flaw to be addressed at a later date.
Still, the reality exists that all that time has passed. It’s a real thing. And while I can gently chastise myself until I’m blue in the face, there’s the fact that said long gap leads to certain expectations. I’m generally pleased with the patch, but there are a few things that do sort of bother me, some of which I expected and some of which were surprising. Let’s dive in.
Patch 3.1 is no different, and as such I’ve had a couple of days to mull over the notes. The obvious big features like Void Ark and the exploratory missions are things to be discussed as the patch is actually played, and you know that’s going to be the subject of the column over the next few weeks. But some things can be analyzed just from the notes, and so I’m going to examine the notes, consider what we know, and rant about a colossally dumb decision that has been made.
The last letter from the producer had a few more tidbits covering elements of the patch, although a lot of it centered around Lords of Verminion and exploratory missions without adding a lot to our existing knowledge of those features. So let’s take this last moment before the launch to speculate a little more about the patch and consider the future, and then you can expect a survival guide to said patch next week.
The question, of course, is whether this stuff might be more relevant than we think for determining the future.
A lot of speculation was flying around when we still had yet to find out the new skills being added to the game with the launch of Heavensward, but I think there’s a lot of points to still be seen within there, and it’s not as if speculation about what comes next has stopped with the expansion release. So let’s take a look at the stuff that was going to be in the game and answer with some certainty the question of whether or not any of it is still relevant.
But the dungeon still gets cleared successfully. Why? Because of the healer.
Healers in Final Fantasy XIV are fairly involved as roles go, given far more tasks than simply desperately clicking on party members while making health bars go back up. Oh, sure, that’s a big portion of what they do, but there’s respectable damage and support to go along with it. So now that we’ve covered the other roles, it’s high time to give the healers their due.