Of course, it also had other stuff in it, so this time around we can start going into other useful stuff like new jobs and class design. Which is a good thing, since, again, we’ve got a little while longer until Stormblood arrives, but not forever. So enough preamble; let’s finish up talking about the stories in Heavensward, especially as we’re moving into the parts that just unambiguously did not land well.
wisdom of nym
Unfortunately for the overall evaluation, that leaves us today diving into the side stories… which is a much less positive tale. Because some of these were just weak, some of them were mildly engaging, and several were flat-out bad. But there were a lot of them, so I can’t be too harsh to the conceptual level, even if the execution was… lacking. Severely, in some places.
So let’s start in with the part of the stories that almost everyone seems to have forgot existed.
Of course, it’s also difficult to evaluate expansions as they’re live, simply because you lack a certain degree of perspective. Still, Heavensward is over, and while I can’t put it in the context of the game’s overall history, I can look at it as it stands as a whole. With five major patches and a whole lot of storytelling, how was the expansion? Didi it start strong and then falter? Did it deliver what it promised? Was it fun all the way through?
The answers to those questions are complex. Fortunately, we’ve got a couple of months to examine the expansion before the next one comes out. So let’s get started with the story.
I’d say “all according to plan” if I remembered actually planning it this way.
As with previous installments, I’d advise you to take a look back through past articles in this series; the first one has tanks and the general philosophy, while the second column tackles melee damage and the third tackles ranged damage of all flavors. Today, we’re finishing things off with healers. That’s kind of a tangled mess with every option other than White Mage, but we’ll plot a course.
The first installment is all about tanks, while the second installment is all about melee DPS. As always, the usual disclaimer applies that this is all speculation, not absolute fact; I don’t have a clearer picture than you do about how abilities are actually being arranged. If you think I’m wrong? I might very well be wrong! All I can do is justify what I say and make my case. Let’s move on.
Look, the jobs in the game are rather extensive. And numerous.
If you didn’t catch last week’s column, I go over the general philosophy behind what abilities seem most likely to be turned into traits or outright removed right there, so that should be relevant. Worth noting before we go too far into it, of course, is that on pretty much every single job I’m trying to list more stuff than what will likely be changed. If you think that I’ve got an awful lot of candidates for removal in place, you’re right! That’s literally the point because some of them will no doubt remain unchanged.
Personally, I’m happy about this. I don’t have a single job without two full hotbars, one partially-full hotbar, and various side widgets. I can’t fit another four abilities into anything. But the question remains about what we are losing, and how it’s going to affect gameplay.
We should have a reasonably clear picture as we get closer, but what I want to do for a couple of weeks is look at the stuff that we’re likely to lose. I can’t speculate about what we’ll gain, and I’m reluctant to draw too many conclusions about the cross-class system before it’s live or detailed, but I think we can look at the game and say “yeah, this is probably going away.”
That having been said, we are going to have more stuff to do over the next few months. Depending on when in the day you read this, the game might be down for maintenance right now with one of those patches along the way. So let’s talk about the road to June 20th, what we know is coming, what we can reasonably expect, and what we don’t yet know about but might help fill the gap.
I made my guesses about what we were going to see, after all. I did them publicly, so everyone could read them. And I think I did pretty well overall. You can read my predictions before the Las Vegas festival and this past weekend’s Frankfurt festival; I didn’t have a specific prediction for Tokyo, although the aftermath gave me the chance for some speculation.
So how did I do? And how cool was what we actually saw? Let’s go over it.
There’s some stuff we can reliably predict at this point, of course. There are no more patches aside from the last bits of 3.5 between now and Stormblood, and thus this is going to be our densest chunk of information about the expansion prior to launch. It’s also impossible to predict everything that we’ll hear about, since Naoki Yoshida loves to troll and surprise us. So this will, by necessity, be equal parts wishes, speculation, and prediction. Take it with the requisite grain of salt.
It’s not exactly a secret that FFXIV is not an alt-friendly game, and it never has been. Leveling alts is, by and large, a thankless and uncomfortable prospect mixed with the fact that a lot of the stuff you have to do on alts is a repetition of things that you have already done. The game doesn’t offer you any alternatives to the MSQ in the long run; you’re going to have to level through it, one way or another.
And yet people still play alts in the game; I know for a fact that I’m not the only person with more than one character at reasonable levels. And while there are things that could be done to make the game more alt-friendly, I suspect some of the obvious options would actually lead to a worse game overall, which makes “how can the game be more alt-friendly?” an interesting question.
I can also warn you right up front that there will be spoilers here, since otherwise the entire post would probably be enormous spoiler tags. Which it might be anyway. Fairly warned be ye.
There’s still one more big patch left to go, of course, as patch 3.55 is meant to finish the transition into Stormblood and wrap up everything completely. But we still have lots of side stories that have finished up, and even if we know more MSQ is coming, we can talk about what we have so far. So let’s get cracking.
Look, I needed that Spectacles emote.
This is not altogether a bad thing, though; it means that I was engaged enough in the moment-to-moment content that I wanted to get it cleared in short order. So, as I do every time we get a big new patch, let’s go over what’s there, starting with the most mechanical aspects of the content and moving on to lore later. Probably next week, if we’re going to be totally honest. These things always run long.