I hope it don't include the lv1-59 MSQ
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I have never tanked in an MMO ever. I started with Dark Knight and learned through the following:
- Searching on Youtube for guides
- Watching MrHappy and Mizzteq videos to get a better idea on timing for defensive cooldowns
- Asking friends and other tanks for tips
At no point did the story ever teach me anything. For example, optimal Dark Knight play has you drop Grit after establishing aggro. You'll only discover this by reading the tooltips or looking at guides. The game isn't going to teach you that nor will it teach you Power Slash is a DPS loss.
Conversely, I recently got a Scholar in DF who not only didn't summon their fairy, they were still using their Friendship Circuit and Brand New Ring despite queuing for Ravana. When we called him out for it, he claimed he was a level 60 Paladin and knew DPS was the issue, not his woefully inept gear choices. This person went through the entire story and still didn't know even the basics of Scholar. People who want to learn, will do so on their own volition. What level you put them at won't make a different because they want to learn. People who don't care, will never care, no matter the obstacles you put in front of them.
What would be the point of it? People aren't buying a jump potion to skip levels. They're doing it to skip the story. I guarantee, if they do implement a skip option, it will literally skip everything up to level 60. Anyone who purchases it, will basically start FFXIV at Stormblood. Otherwise, there wouldn't be a point to it.
A) I didn't complain.
B) This potentially changes the nature of the relic weapon and upgrades.
C) Not everyone plays this game to be an Elite button presser, or whack their head against a wall for 72 hours.
Sorry I wasn't clear. I was more meaning what if the Tome weapon became the weapon you could earn by running regular content repeatedly? I was thinking more that maybe it (Tome weapon) could become the one that more casual players can earn since this Forbidden Land sounds decidedly non-casual.
3.5 will likely be the last step for the anima relic, unless they add another step in 3.55.
As for the 4.0 relic, it depends on if they handle it like the 2.x or the 3.x weapon. 2.x base relic and its first upgrade (Zenith) were available at launch, while the steps after that didn't start being added until 2.2. Start of the Anima questchain wasn't added until 3.15.
ITT: Doom, gloom and tears.
So basically the thought is that SE is just going to remove all ARR content except maybe the first few jobs.
Fun.
I personally don't care about Story, i skip every kind of custscene including Dungeons Bosses, Trials, Raids etc
I only saw a cutscene so far and that was T12.
I'd use a Potion if it came with SB Pre-Order in one of the new Jobs, since i don't plan to swap Ninja just yet, despite not knowing which Jobs there will be.
Even people complaining about the Potion would use it in a blink of an eye if it came as an offer with the Expansion purchase.
It really wouldn't be the same. Tome weapons don't grow with you, they don't have a questline involved, they're just sorta... there. Let me clarify, I absolutely loathe questing, it feels like a nuisance and I don't really care about the lore most of the time. With the relic/anima weapons though? It was actually fun doing the quests and I enjoy the fact I don't have to camp a location for hours on end when I don't have a schedule that facilitates such a play style.
If they do introduce leveling potions, I hope that:
1) People get a brief "this is what happened up until now" cinematic if they didn't complete heavensward or the original realm reborn, so they'll know what's going on story-wise
2) They have to go through a series of basic instruction on their abilities - like an enhanced Novice Hall (would be funny if it were taught by Faust!) to show them what the actions do/best times to use them (Yes, I know we can read tool tips, it doesn't mean everyone does). Some of us learn by doing.
I hope we do get them, personally, because I have two alts -- one of which I slogged through the story a second time, but swore I'd never do it again on a third. Not that the story is bad, mind you, it's just that I already know what happens, and although my character can be everything, my inventory tells me otherwise.
So, to be slightly less doom-and-gloom, for those who don't just skip over all content prior to the newest patch, if they were to merge Class and Jobs entirely, what would become of the old 1-30 Class Questlines? Would they just be tweaked to always be about the Job? Or would they just be removed entirely because some of the Class Quests tend to feel conceptually different from the later Jobs? Will all players, no matter what, just start at level 30 after that point?
See, I like how they keep old content relevant. However, I also feel there comes a point where you have to let it die. ARR primals have already become a complete joke even synced, and Wondrous Tales more or less has people do all of them unsynced. I would rather them scale Ifrit, Garuda and etc to level 70 and let them become the midcore content we sorely lack instead of forcing us back into their level 50 equivalent with extremely overpowered gear. In fact, that could be a fantastic way to add more content into odd patches. Hardcore players get an extreme Savage while midcore gets Savage Primals. That way, we all have something to enjoy in lieu of relying on the current Savage to basically last through seven month intervals.
My guess is they'll make Hall of Novice and the supposedly new Hall of the Intermediate a requirement. The way WoW handles it, you actually learn your skills through their Hall equivalent, and aren't just given them like say, PotD.
At extension battle system will change.
Some skills removed ?
Change skills ?
I still dont understand and im not relax about it :/
Hope some one have more info than me or help to understand :/
Still confused on whether or not Relic will be tied to the 72 hour NM stuff. I really wish they'd clarify instead of saying Relic is going to be Eureka, then follow up with the NM bit.
Eureka may be something like this.
You can boost your relic via only eureka but a 72 hour boss spawns if you kill it, it will make the leveling process faster.
I fear that the 72 hour NM drops an item(s) that's needed for relic progression
Kinda disappointed about no new race. But I still hope for a better character creator. Im done choosing about 4 faces which 1 look like a baby-face. 2 look like some bull/angry/badass face. And the last one I can only pick is just okay-ish looking, nothing special.. That you can use only 1 tattoo at a time and can choose only between 4-6 different eyes, noses, mouths.. That Male characters have far less hair styles than females. I wonder where all /our/ monthly paid(+cash shop+addon) money goes to.
Well this isn't a big surprise.
Too much time tryna slice and dice some MSQ fillers so they make an easy
way out and level potion it. Oh well. Hopefully there are some requirements before instant 60.
Least one Job to 60/70 I'd say. I like how they try to make old content relevent
but now it's getting kinda tiresome...Some of the dungeons need to be dead, moved to high level
or just thrown away.
They can't remove class quests, lore wise many jobs depend on them.
I imagine they would streamline the process to go from a class to a job, like for example THM would be a 1-30 job and once you hit 30 it would force you to change to BLM without requiring a second job at 15, and past level 30 you wouldn't be able to unequip your job crystal (just like AST/MCH/DRK), with this, for all intents and purposes classes would be gone without doing a massive overhaul, as cross class skills would also be gone by then and according to the interview role skills will be available as early as level 1.
I'd be fine with people jumping to 60. New people who want to learn will learn and MSQ can enjoyed on their own time as its single player content. As for time = skill, which people seem to think in various degrees, I'd rather take my chances with someone who has a few hours out of the character creation screen in a dungeon than half the people I encounter running dailies. You can explain stuff to a new person and watch them put effort into killing stuff, or I can watch Raging Strikes literally do nothing to save me after I gave the tank with current tome gear a solid 10 seconds of intimacy with the gobbies.
I think if it's a brand new character, new account and everything they should at least go through the first arc and get a feel for the world and then on the airship a message appears asking if the want to skip to Ala Mhigo. And do some training along the way.
They already have jump potion in the Chinese version, so I imagine it'll work like that
I'm on the fence with the jump potions as right now the game is really not the friendliest or most intuitive for newer players.
I think an intermediate hall teaching the methods of rotations, aggro management in the heat of a fight, etc. would benefit everyone.
But as a player who loves the lore and story, it bothers me in a strange way that the creators are encouraging new players to jump a huge amount of content they clearly spent a huge amount of time on. Like, money to keep creating verses artistic integrity. I mean, you can't keep someone from starting halfway into a book or show, but, at least don't dumb it down for those who started at the beginning.
What they need to do is step to with classes and make necessary skills like Provoke, SC, B4B and whatever DPS ones to the jobs.
Fix SMN for the mess that it is because of it being in a class with SCH and call it even. Because of classes, SMN is in nightmare mode.
We need to get rid of classes because it's just a mess of a system and there's no saving it.
Levelling potion works in WoW but I honestly don't see it being a right fit for FFXIV, Blizzard is experienced with creating "tutorial" based content such as their honour grounds and they slowly introduce you to your class after you use the levelling boost. You're not dumped in with every ability, but a voiced instructor gives you an idea of the basics of doing somewhat decent at your roll and you do this for every character you boost. It works because at their core, WoW's classes are very simple with a complete ability set only taking 1-2 hot bars. WoW also has the excuse of older content being very dated and playing very differently to current content, FFXIV does not as it hasn't changed much since the beginning.
FFXIV in comparison is far more complex when it comes to jobs, every class has a ton of abilities that they won't be able to ease you into without a prolonged 2-3+ hour tutorial. Might seem like a poor argument until you look at what audiences the two MMOs attract, most people going into WoW are either a returning player or has at least played more than a few MMORPGs, whereas FFXIV attracts plenty of FF fans who've never touched another MMORPG. Can you imagine someone who's never touched an MMORPG getting pushed into a level 60 role with no idea of the basics? I don't see it working. There's also the issue with the story, WoW has never been as heavily story focused as FFXIV but I won't get into that.
I don't really know why I'm bothering to voice my opinion, I figured they were going to implement this and here we are, it's being "considered" and will more likely than not happen because of the money they'll make from it. They saw how profitable it was in WoW and that's it, they'll spin the new player excuse but as soon as they sell these on the cash shop rather than giving one boost for free with an expansion purchase that all goes out the window.
Logical explanations could be cost of the server rehauls or budgeting for more content to patches, or both.
But I'm with you on this. So far, Stormblood feels small since nothimg tangible is there for us to grab onto and get hyped for. I mean, Ishgard had the advantage in that we could actually, clearly see the city. I don't even think concept art of Ala Mhigo exists, and we aren't even going there, our new hub city is this little hamlet. :/
The severe lack of announcements at Vegas was a real hype killer.
They said they were upgrading the servers during the keynote, missed details there but that was a thing during the budget announcement. I can see that being a big chunk of the budget right there, being the old servers were likely FFXI hand-me-downs held together by scotch tape and angel tears.
35mil though? HW had 12mil, so... As an example let's say SB has the same patch and content structure as HW, so that would amount to about 23 million dollars on servers alone. That sounds insane to me!
I can understand it would cost on the millions, but the idea that most of Stormblood's budget is on that is both disheartening and seems like a bad money management unless the really pull out something to guarantee subs that last years into the future.
Because Red Mage, Rhalgr's Reach, one pretty lady in Red, and a vague overhaul of certain stats and combat is a pitiful amount of content to get hyped over right now for me to understand that.
If they hold all the good stuff for later fests, they also run the risk of pissing off the players who attended FFXIV Merchlinefest Vegas '16 or bought the broken streams.
It's just bad news bears the more I hear about SB man....
That level jump potion might popular with people who had alt that bored to do long MSQ again. (I can't argue with newcomer here)
And I really glad no new race again, I prefer the improve the race they have right now like detailed skin, muscle tone, or anything.
Even as pessimistic as I can be, it seems pretty obvious that SE wouldn't give away everything, or even hint at all the major updates coming in the Expansion, at the first big event leading up to its release. Especially when two more major events and even more minor announcements litter the path between now and then.
Yeah, it might seem unfair to those who went to or otherwise witnessed said first event, but...well, that's just how it goes. There's often not all that much to be said for "First!"