Thats cool, yeah I feel that. Don't get me wrong I love like 90% of this games story but I can only care so much about random ninja #23 and his rusty daggers or whatever it may be haha.
As a PLD/WHM main: good riddance.
I'm ready for my post being labelled cope.
After finishing Endwalker's role quests, I can safely say I enjoy these shorter stories more than I enjoyed most of the Job stories. Ishgard and Doma had my eyes dampening up, the Gyr Abania one was pretty wholesome as well. Gridania's gave backstory to the one Alliance leader who hadn't had some so far at all. Shadowbringers' role quests were also pretty good. They built a lot upon Norvrandt. I think it's a good idea to use these quests to add content fleshing out the context of the expansion, with MSQ focusing more on the larger narrative.
For Job quests, well, IDK. The stories were finite, very few of them did new things and most of them just felt like repeats. They definitely did add some more world-building to the expansion they were in, but not all of them did that - I can't remember the PLD story adding anything in SB that related to Gyr Abania or Doma all too well, nor did the DRK one (even if the story it told was interesting). The send-offs in Shadowbringers tied up all of them well.
i would love it if they just chose afew jobs they have ideas fpr each patch or expansion and make quests for these.
one quest, two quests or a whole line. dont lock anything big behind it (maybe a job crossover quest?) and place them wherever there could be a nice story waiting for the job... dancer quest on thavnair?
yeah i know there would be people crying about uneven content for different jobs. but having to force out the same amount of quests for every job at once is a huge blow to creativity
The thing for me, is that I tend to also enjoy smaller stories that have nothing to do with saving the world/universe. Helping Setoto and Alka, Sylphie, Alaqa and Gatty, Radovan and Sophie, the Thamaturge Lalafell brothers, master Hamon and his disciples, our little adventures with Y'mhitra, you name it. ShB and EW's Role Quests are good, but they are part of the whole Save the World paradigm that we're already doing in the MSQ, and I frankly miss meeting all these unique and fun characters that have smaller problems and that provide us with stories that flesh out the world. I really wanna see what many of them are up to nowadays, and I'd just love to have a bunch of new quests for all of them.
You've hit the nail on my personal issue with Role Quests lately. They're all still good but all of them involve with current disaster events that tie with the expansion's MSQ rather than fully serve themselves to properly world build or give us side stories thats just about giving extra flavor to the world's lore, which was what I always appreciated about the job stories both good and bad.
Im very much tired always having this sense of urgency with a lot of the stories. Can we please go back to form or at least give us more of a break by just having us hang out and interact with characters that are just doing their own thing that ties to our job?
Eh WHM is ok, or at least I don't remember anything bad about it, and I was a WHM main from 2.0 to 5.0.
PLD though ... it's the most stupid thing I ever heard! - said the NPC in the questline, almost like the writer is self-aware of how bad it is.
You should also add MNK to the least. I played my fair share of JRPG so I considered myself have a high-tolerance for whinny character but ... Widargelt is a class all on his own. And seeing he's the one who supposed to rebuild the order ? Guess what's why we don't have any more MNK quest.
As long as they don't put abilities behind them so I can continue not doing them, go hog wild. I didn't enjoy being forced to do quests just to unlock critical abilities personally.
More Reaper, Dark Knight, Monk, Samurai, Ninja, Scholar, Summoner, Red Mage and Dancer story please!
The main reason I prefer the Role Questlines to Job quests is because I don't have to be reminded as often about how much of a tremendous joke Paladin is.
... which hasn't been helped by the recent 'overhaul,' but I digress. I'd like the other Jobs to get more storylines and shenanigans, but not 100% sure if able to handle another "oh fuck this we're just going back to Gladiator" plot bit.
The entire set of job stories should'nt have to be halted just because of one bad apple story. I think honestly Paladin is the only one that was such a disaster in terms of writing. I really wish they'd just expanded more with the Sultansworn vs the Monetarists deal and giving us more Thanalan lore....with Papashan as the quest giver.
I agree entirely. I'm just filled with dread that if we were to get more Job questlines, that means Paladin would get more Job quests.
Part of the problem imho is that Paladin's thematics just... Do not fit into Ul'dah culture whatsoever.Quote:
I think honestly Paladin is the only one that was such a disaster in terms of writing. I really wish they'd just expanded more with the Sultansworn vs the Monetarists deal and giving us more Thanalan lore....with Papashan as the quest giver.
Several of PLD's abilities either outright namedrop or reference Halone, 'holy light,' and general concepts such as chivalry and guardianship. In addition, the concept we're introduced to of 'The Free Paladin' is a roaming, chivalrous hero protecting the commonfolk and being their shield against the forces of evil and foul banditry.
Comparatively, Ul'dah's patron deity is Nald'thal, who is generally a darker and more fiery-aspect entity that represents Death & Taxes. And on top of that Ul'dah's culture is the epitome of cutthroat, murderous capitalism, to the point that it's still a relevant plot beat that multiple members of the Syndicate were actively trading with Garlemald until Garlemald imploded. And despite trying to thrust the aforementioned concepts of 'Free Paladin work' onto us, we're given to start with a floundering mess of bodyguards as our job representatives (who are very bad at their job, like atrociously so - except for Papashan, who I agree should've been 100% more relevant at all levels) who are easily given the run-around and corrupted by the aforementioned Syndicate.
The entire job is thematically at odds with the city it's positioned in, and sprouts from a starting class that's basically perfect for the city it's positioned in - Gladiator, the flashy and flamboyant fighter in the bloodsands, fighting for cash and glory and the love of the audience.
Who doesn't actually get any Gladiatorial showings until, ironically, Paladin's 60-70 quests.
oh lord it's just a mess.
I actually dont mind nor care about the job having to be all about the traditional expectations to what a Paladin is......well let me back up, I dont care that it doesnt fully illustrate that since a lot of other job stories that have better written stories dont much care about exploring the intracacies of the class's design in full detail. Its always has been about the characters and their stories that relate to what their class is in conjunction to the setting they're in. Since the Sultana and the Sultansworn are heavily tied to the game's lore, it makes sense the Paladin order comes from there since they're a group in charge of defending both their liege and her people. So diving within the power struggle between the Monetarists and the Sultansworn was a well placed setting to weave in stories about what it takes to serve and protect the people even when you're faced with adversity.
The problem with the Paladin story is that it started out ok with it doing just that or at least expand on the established story between those groups but then come HW Paladin story and after the reveal, it just destroyed everything it was setting itself up. Thats why Paladin story was actually disappointing. You felt like you reaaaally had your time both in-game and out of game wasted. Again, I wish the theme of the Paladin story went more with keeping it engaging and simple by focusing about the Sultansworn and their duties and further strengthen the bond between the Uldan people and the Sultana. And have Papashan be the main focus too, he's such a nice character who's very underused.
A fair enough result to come to. Like I said in my edit reason, I've had far too much time to ruminate about Paladin.
Where do we see them do this?Quote:
Since the Sultana and the Sultansworn are heavily tied to the game's lore, it makes sense the Paladin order comes from there since they're a group in charge of defending both their liege and her people.
Where, outside of Papashan, do we see the Sultansworn actually putting on their big-boy pants and coming out in-force to be The Sultan(a)'s Bodyguards they're purported to be?
The closest it comes to that is in the Ul'dah starting MSQ, where we have more Jenlyns-esque examples of the position (Owyne) struggling to recover an artifact of the Sultana's rather than serving the position of 'being her shield' or 'protecting Ul'dah's subjects.' The latter example is frequently more-often seen by Gladiators and the Brass Blades.
This, imo, is where Paladin is fundamentally flawed from the beginning, and its fundamental class identity never really manifested like the others. We're told that the Paladin is the Shield of the Sultan(a). And we're given... very few examples of what this means. When Paladin got abilities from its job crystal, they didn't feel like techniques of the Sultansworn. They feel like abilities from another class concept that were ported over. We never see a genuine, actual Paladin do Paladin things, and act as a Paladin could act. Paladin has defensive buffs that play into the idea of "bodyguard" and "guardianship" (specifically Cover, Divine Veil, Intervention, and Passage of Arms), but this never accurately comes to pass.
Edit: Okay there's one more example of a Sultansworn I can think of. Bartholomew, the guy who stands in front of the door and you have to talk to to get to multiple cutscenes in the Fragrant Chamber. But tha's... that's all Barty does. He exists to be the door-guy.
and it's great you bring up the Monetarist struggle because:
Consider the current writing direction of the Syndicate, specifically members of the Monetarists. I've had to argue this elsewhere, but most of the still-surviving members either have gotten absurd amounts of whitewashing (Lolorito), are fundamentally supposed to be good people (Godbert Manderville), or receive the FFXIV-patented 'Sympathetic Backstory' or 'They're Not Actually Too Bad Don't Villainize' treatment (Fyrgeiss, Dewlala). In essence, they've effectively killed off the conflict that's supposed to drive the Sultansworn storyline - faction-splitting and corruption driven by the Syndicate, and the efforts to purge it from their ranks. And this in turn absolutely blasts a cannon into the chest of Paladin story development.Quote:
So diving within the power struggle between the Monetarists and the Sultansworn was a well placed setting to weave in stories about what it takes to serve and protect the people even when you're faced with adversity.
The problem with the Paladin story is that it started out ok with it doing just that or at least expand on the established story between those groups but then come HW Paladin story and after the reveal, it just destroyed everything it was setting itself up. Thats why Paladin story was actually disappointing. You felt like you reaaaally had your time both in-game and out of game wasted. Again, I wish the theme of the Paladin story went more with keeping it engaging and simple by focusing about the Sultansworn and their duties and further strengthen the bond between the Uldan people and the Sultana. And have Papashan be the main focus too, he's such a nice character who's very underused.
also yeah just. HW Paladin becoming Bootleg Sith "Rule of Two" helped nobody do anything anywhere.
tl;dr I've done entirely too much thinking about Paladin, because I like my shield-bearing knights in shining armor and the way they were played out here is [pain].
Excluding Papashan, Captain Fufulupa has more honor in one thumb than the entire Sultansworm combined.
It's even worse because at the beginning of HW we're still supposed to believe she was dead, and we were framed for her murder, but the job questline has absolutely nothing to do with the incident, or the state of Ul'dah for that matter.
It could've easily been a murder mystery type questline that ran paralell to the MSQ about finding honor and the meaning of loyalty and chivalry and whatnot, but instead we just follow whatshisface's treasure hunt game and find out TheRE cAn oNLy bE oNe!!1!
"...That's the stupidest thing I've ever heard" - Constaint
cant see why they couldnt make couple of fun sidequests for X job only. job quest, job side quest?
i'd love that. for those who care of job identity and, ya know, roleplaying that might be super welcome content.
they wouldnt need to unlock anything like abilities, at most some glamour accessory maybe t go with the AF gear,
the shadowbringer role quests, in my humble opinion, was a better storyline than some of the job quests i.e paladin. level 60-70 paladin job quest felt like an extension of gladiator. it didn't really add any new paladin lore.
Would anyone else be interested in seeing job quests baked into MSQ instead of being their own thing? By this I mean some parts of the MSQ quest line will change depending on your job. It would help add variety to the MSQ while also acknowledging your character's main role. It might also be less difficult to implement into the game as some of the branching quest lines could share content to an extent.
That's kind of how the role quests already work, though. Aside from not being mandatory, at least in Endwalker. Shadowbringers forces you to finish at least one of the four to continue through the Tempest.
I'll just repeat what I said earlier in the thread: I don't really care much for job quests because it doesn't need to be the only outlet for job lore, which is what I would like to see more of in general, especially for jobs like Paladin or Sage. Lapis Manalis was a step in the right direction as Reaper was incredibly lacking prior to it. (Wouldn't hurt to have more though please.)
Job quests are too bland for me. It's not enough time to establish a coherent plot and introduce characters. I vastly prefer role quests that are somewhat interwoven. If another WHM quest tells me to hug a tree I'll riot. The EW tank role quest was pretty much that but way more interesting. We already knew about the enemy/most of the characters and the plot went from there. Give me 5 interesting stories that tie together than 17 bland ones that have nothing to do with each other.
While I would personally prefer more job-based content to new jobs being introduced (because there's a tradeoff there as new jobs increase the amount of development resources that subsequently have to go into job-based content), I recognize that new jobs are a big draw for a lot of players, so I just accept it.
It just be like that sometimes.
I am actually in the opposite boat, going back and picking up jobs. I just want to grind through the story. I am banging my head against the desk that I have to grind the game to level DRK so I can get the next job quest. When you have been playing at level 90 and have to drop down to level 35, well I don't enjoy it. Leads me to job skips and just watching the stories in the inns. :(
Hmm, I like job quests quests, but at the same time, its also a relief when I finish the last stormblood one.
I have a different view. We are obviously better than any trainer now. We are in a class of our very own.
However we should be put into a position where we are teaching a series of promising adventurers. We can be a part of THEIR story. Teaching them the basics and see how they perform could possibly give us ideas how to alter our older abilities ( new traits ).
Strong disagree. Classes need to be taken a long hard look at. Don't need a quest.
Seems like the general consensus here is their outright removal. Well then I guess theyll continue as is. Non-existant. Funny how much people praise this games story and world yet
I think it's because some quests are mandatory. And people in general dislike large quest chains, especially if you're doing the MSQ and have to interrupt momentum to do the job quests. Which is why I agree with you and feel like having the final quest at SHB was a good touch rather than the complete removal of them...
Some job quests, sure, have a pretty bad storyline. I have never seen anyone defend PLD's questlines other than the coliseum arc, and I've seen more people than not say WHM's story is pretty boring. Others have indeed reached a form of closure, like Dark Knight or Dragoon.
But some others have oddly open-ended stories that could do with a bit of a follow-up, and some definitely have new implications when it comes to stuff like Dynamis or events in the game's world (events at Garlemald affect at least two of our jobs, Sharlayan impacts SGE and AST, the latter even having new implications with the Myths of the Realm story). And now we're never going to explore them, so we won't know what will come out of that.
It's honestly a shame that interesting stuff might be lost because people and the dev team don't want job quests.
Its just baffling to me the mentality shown here. You dont like doing quests that are one and done? How's that annoying? how is that fundamentally bad? People are acting as if these are such a slog or a chore to do when really its just nothing in the grand scheme of things. I rather want to experience new stories rather than just only stick to systems in this game, there's nothing wrong with fleshing out this game world. Its why almost every gameplay system, or content has its own story to tell. So outing job quests in this scenario just feels like a really odd thing to nitpick imo.
I realize they're not coming back anymore, 'cept for when new jobs get introduced but whats disappointing to me about their loss is that we no longer have that avenue for more stories to tell. I dont care if people dont agree with me on this, just like I dont care what people say about this matter. Personally I miss my job quests and its a shame we dont get them anymore.
I might be misunderstanding you here, but Mid is agreeing with you in his post? Unless you're speaking in general when you say "the mentality shown here", in which case my bad ignore this.
I agree though, I miss job quests, and it's baffling to me that people don't want them. Like... just don't tie skills to them and make the only things locked behind them a cosmetic, there, done, easy fix. People that don't want to do them can skip, people that want them can still do them. I was severely disappointed when we got role quests instead of job quests. I love experiencing stories, and a few bad ones is not a good reason to remove them outright. I also don't think the increasing number of jobs is a good excuse either, like why would you NOT want to flesh out the jobs with stories behind them???
I think it's more of accepting the reality. With 2 new job being added every expansion, I seriously don't think it's sustainable to maintain a quest line for each separate job, not unless you accept most of them will suffer. The role quests in ShB and EW - as few as they be, were far more coherent than the majority of job quests we used to have story wise. It's down to quantities vs qualities.
What I want to see is more investment made into the role quests to make them bigger and more substantial. At the very least role quests will not have to worry about sustainability since new jobs still belong to existing role.
I think it's more along the lines of how the job quests in the past were implemented, not so much disliking one and done quests overall. Older job quests had serious issues with stopping momentum dead in its tracks.
ARR & HW are especially problematic for this since there's new quests every 2-5 levels and the majority have skills/traits, some of which have extremely high impacts to your kit locked behind them. Especially these days when you level so fast you're being stopped every 20mins to go do a new job quest.
Wanted to just mindlessly spam dungeons? Well too bad, you're inting your group if you don't kill that momentum and go do the job quests for skills that will speed up the runs.
About to do the final MSQ of SB? Well too bad, unless you got very lucky with item drops, you likely don't meet the ilvl for the 70 trial/dungeon since it was designed with getting the AF gear from the 70 job quest in mind. SB's was even worse given that only the final quest had any reward attached to it, meaning someone was much more incentivized to put them off considering it was a slog until you needed the 70 ability.
Even the role quests in SHB had this same problem, where people enjoyed the quests themselves, but disliked the fact that they effectively killed all momentum if you put them off until the point they were necessary (which plenty did on launch, considering there is no warning they are mandatory until the 80 section of the SHB MSQ), during a very high point in the story.
Like me personally, I wouldn't mind more job quests, but they need to stay away from locking any kind of progression. EW struck it perfectly with how any form of role/job quests should interact with the MSQ progression - just supplying supplementary material, nothing else.
Also this. Even before they canned job quests, there was major issues with some questlines majorly phoning it in and others that completely eclipsed the competition. Most of the job quests got a good send-off, I'd rather they focus on worldbuilding through more interesting topics, like the post 6.2/6.3 MSQ quests, the post 24 man clear quests, and one off-stories like Omega & tataru.
If they get better at ending those stories, then sure. For me it's not exclusively a PLD problem or something. The Job stories for each expansion need to not only conclude nicely for those playing that expansion when it's current, they need to also leave it open-ended enough for those rushing through them after the expansion isn't current anymore. I suppose with WHM we can find another character to frolic in Gridania's fields with? Or with AST there can be more drama about someone not liking astrology? NIN can have Karasu reappear and steal an important relic from Thavnair/Sharlayan.
See what I mean? The themes are so repetitive. You have to have an underlying narrative for all the Job quests so that they make sense done together you need to include most of the baseline characters, you need to make them tie into the current expansion, and you need to do this 19 times. Good luck with that.
The themes are so repetitive because they've been made to be repetitive. What we need is more originality and better interaction with this new more-open world of Eitherys than we used to have when it was the once-closed off world of Hydaelyn. Because you're right.
- WHM is just regurgitating the same old crap with the elementals.
- BLM is just ruminating on the great old voidsent war.
- WAR just decided to up and become a love story worth of Twilight by this point.
- NIN doesn't have any major antagonist any more
- AST's latest story turned Leveva into a Desperate Housewives fanfic character
- PLD has always been boring and required them diving back into the Gladiator story for any effort
- What are they ever going to do with DRK? Rip off Persona harder than they've been thus far?
So yes. It is taxing, and at some point we're just not going to have a decent story worth keeping up. The main villain of many is gone, others had zero story to it.
But I honestly can come up with ideas to at least keep up the plot of some. Especially now that things have been expanded upon. Maybe not a whole questline for them, but at the very least an end-of-expansion quest or so.
- WAR, BRD and DNC at the very least have connections to Dynamis. I don't know how well DRK fits in this group, but it could too.
- MNK was always rooted in Rhalgr's worship and in Ala Mhigo. The latter half has been resolved for the most part, but it alongside Astrologian definitely could do with a bit more on the Twelve. Otherwise, AST too has ties to the Moon.
- AST and SGE present pariahs from Sharlayan who are, or were, hunted down. The practice no longer has any merit, so there's room for improvement on Sharlayan here.
- DRG can now focus on Niddy's brood, especially now that we've freed Tiamat and are willing to help Vrtra and Azdaja.
- BLM and RDM have ties to the Voidsent, and now we're currently undergoing expeditions into the void which require the expertise of some level of Thaumaturgy.
- Stuff like Radovan's trauma isn't going to go away so easily, no matter how much the devs and Sophie so insensitively pretend it can. Especially not given the events of 6.0.
- Same can be said for the Lemures, as we've not only turned Garlemald upside down and are attempting to reform an authoritarian empire, we've just uncovered Lapis Manalis.
There's so much that's been opened up since that could honestly be taken advantage of. The rest, sure, I can't think of anything myself, but I don't work as a lore-maker. This isn't my job. It's just that, as a player who does love the game's lore a lot and WANTS to see it expanded upon further than just left behind, I really want the job quests to be allowed some form of continuation. And these are simply what I personally feel about them. Doesn't mean it'd be good, of course :p
On second thought, though. While it's not inherently tied to your Job itself as a "job quest", what I posted would really help expand further on the world itself. Much like the Ardbert Bros and Blasphemy quests did. I'm not saying we should make a whole questline mandatory for a job again. But the final quests we got in SHB were such a wonderful touch, I'd like to see that happen again. And looking back on my suggestions, they're less so focused on the job, but have it interact with the established lore of 6.0+.
Meaning, if we had collective quests like the SHB/EW questlines for jobs at the end as sidequests, we could help satisfy the players who wanted to see more of their job past their individual questlines, and see them get directly involved in the lore of the game. Either by having development on the job's previous story, or by exploring stuff that was previously established in them and explored in EW. So it'd be less a "Job Quest" and more of a "Lore Quest" xD
Of course, feel free to disagree. This is just what I came up with and how I feel about the lore and what the stories have led. It's easy to make a repetitive story for the jobs, and there's a reason SE stopped making them. But I don't think we should have given them up entirely, and there's always something to explore with what those old job questlines explored.
I must admit, I am generally completely onboard with 99% of FF14's decisions but I was sad when job quests went away. Was it cataclysmic? Nah but I did like them.
I understand why they moved to role quests but IMO the EW role quests had absolutely NOTHING to do with the flavour of that role. You could have flipped the text for any of the role quests and not been any the wiser.
If SE want to focus on role quests to group up the jobs then they need to be fully in on that flavour. Magic DPS quests need to be about some quest to uncover arcane secrets, melee DPS quests need to be some form of assassination/duel/dragonball-training-montage/physical challenge type quests, tank quests need to be some knight/military quest, healers need to be some form of life/death, plague/healing type quests, phys DPS need to be a REAL hunt quest. Not the completely random stuff we got in EW.
Not that I care much about job stories (role stories better imo) but at least let us FINISH them. Yes, RDM storyline, I'm talking about you specifically.
I dont get why they didn't just end the old ones but keep stories going for newer jobs.
I didn't finding meeting Ana from Overwatch, Learning Reaper positionals, then fighting some random other reaper to be all that engaging of a story, and it couldn't be because it needed to all happen within 10 levels.