Well, you’ll have to read for that. For now, let’s just make sure you’re caught up with the bottom ranks and the middle ranks. We’ve got five tribes left to go, and so by process of elimination you no doubt have a relatively clear picture of what tribes have to be here in some order, but let’s count them down. Starting with number five, just past the break. (The other four are further past the break.)
wisdom of nym
This is, in summary, an iterative take on the idea already established rather than a whole new frontier of content. It has both good sides and bad ones, and by and large I think it’s an improvement over the first version of the Deep Dungeon content. That doesn’t, however, mean that this take is flawless. It doesn’t even mean that every addition even enhances the overall experience. So let’s start prying into the dungeon from my first several runs, picking out the good parts from the negative and seeing what works for the future.
Most of the tribes this week, by contrast, have one or the other but not both. Either there’s not much compelling about a tribe but plenty of stuff done with that foundation, or there’s really interesting material there that just isn’t explored. So let’s start unpacking this middle of the pack, which are generally tribes that I feel are just shy of being really compelling and interesting for one reason or another.
We aren’t likely to see any new tribes until the next expansion, but that doesn’t mean now is a bad time to talk about the various tribes and which ones are really cool, and which ones are… not. Thus, we start our ranking at the bottom and work our way up. So let’s kick things off with the worst tribe that’s currently in the game, but you’ll have to click past to see what it is. Go on, take a guess.
The slower pace of dungeons was something that was announced well before the expansion actually launched, of course. So I think it’s interesting to look at the slower pace, at the stated goals, and see how well the changes have actually achieved those goals. Or, perhaps, if the whole thing didn’t work out very well and we should hope for an uptick again in the next expansion.
Of course, the picture that it pains thus far also isn’t a pretty one, and there are a whole lot of question marks without solid answers. That’s part of the nature of this exercise. So let’s take a look at what we’ve learned from patch 4.3 and both what has gone said and gone unsaid. Fair warning, if it wasn’t obvious from context alone, there will be unmarked spoilers below. If you haven’t finished the story, you may wish to look away or resign yourself to spoiling.
Last week, I covered the main scenario, our new dungeon, and so forth. This week, though, there are a lot of stupid catfish that bear further examination. Along with changes to loot mechanics and reconstruction efforts… a whole plethora of thing that are a bit more varied than just “non-combat,” honestly, but the header works better focusing on a single thing. Including covering some content that I was entirely wrong about, based on preview images.
But first, let’s go fishing.
There’s a lot of crafting involved.
Regardless, now we’re on the other side of the patch and can start examining it as a whole. So, as I so often do, I will start with the obvious centerpiece and move on to the more peripheral stuff piece by piece. While I will do my level best to avoid spoilers herein, I can’t make an absolute promise about it, nor can I save you for the comments. Especially since the story this time around was… well.
Reading through the patch notes is always a bit like some sort of ersatz holiday, because you already know the majority of the things you’re getting but not all of the details until the patch notes come out… and then the patch notes deliberately obscure some things so you still don’t know everything. But I can live with not knowing exactly what quests are in Return to Ivalice just because I can see that there are a lot of them. So let’s start taking this apart before we get to actually play it.
Regardless, the important thing here is that we’ve got our next patch date and we’re ready to go with all of the corresponding anticipation. We’ve also got the spoiler-filled trailer that’s going to prove almost impossible to decipher until we watch it again after playing all of the stories and say, “oh, that’s where that scene is from,” so that helps too.
So let’s piece together what’s going to be our last column working from partial information, before next week we have patch notes to look over and analyze in greater detail. There’s even a 24-hour maintenance cycle to prepare for, you know.
I’ve taken a look at big chunks of dungeon content before, but at this point we have a sufficient quantity of alliance raids that I feel like talking about those. While I could rank them, it doesn’t seem as useful as just talking about each one and comparing their high points and low points. So all seven current raids in the roulette; which parts are good, and which parts are bad?
The game does have some quality-of-life features that are conspicuously missing, though, and many of them are missing for no real reason at all. More housing wards with larger space, for example, would be a phenomenal quality-of-life boost… but it’s also demanding on the system and on finances, thus making it a more complex issue. But there are quality features that could be implemented with minimal effort that also still aren’t there, and it seems only fair to bring those up for the future.
We haven’t yet been told that we’ll learn about a new expansion this year, but we have a fan festival on the calendar, we’re moving through the middle of the patch, and FFXIV moves on a content delivery schedule reliable enough to set your clock by. So we know that announcement is happening this year, and we can all bet on it coming out in June of next year. (If it’s running really late, maybe July.)
And this is the patch where we’ll find out where we’re headed. Not that we’ll be told yet, of course; we were never actually told in-universe that we were heading to Ala Mhigo until it happened, after all. But this is the point when threads need to start collecting into a useful form, and so it’s best to watch closely and see which elements are being picked up and tugged along for our next destination.