Compelling Raid content
improved pvp
condensed abilities
unique jobs
private airships
New unique housing sectors
More item limits for housing
Compelling Raid content
improved pvp
condensed abilities
unique jobs
private airships
New unique housing sectors
More item limits for housing
I hope Stormblood brings more character customisation.
I hope Stormblood brings us Garlean characters inspired by the likes of Drace, Larsa and Gabranth from FF12 who remain loyal to their people and homeland but are willing to work alongside our characters from time to time.
I hope Stormblood doesn't spend half the expansion fawning over Ala Mhigans. They're not particularly nice people.
Nah. I'm just a casual player. I don't mind if people want/have hardcore content, just don't make it obligatory, or take away casual content that's in place already. I came to this game for a change; to get away from FFXI-style play. I simply don't have that much time anymore. Even 72hr mobs in Eureka kind of worries me, as it reminds me of the land kings in FFXI. But I doubt I'll be spending much time in there anyway, so I'm not going to ask that it be removed. Let the 10% enjoy it.
you are talking about 90 % about reward in your post tho, so im pretty sure you are not talking about actual contentNah. I'm just a casual player. I don't mind if people want/have hardcore content, just don't make it obligatory, or take away casual content that's in place already. I came to this game for a change; to get away from FFXI-style play. I simply don't have that much time anymore. Even 72hr mobs in Eureka kind of worries me, as it reminds me of the land kings in FFXI. But I doubt I'll be spending much time in there anyway, so I'm not going to ask that it be removed. Let the 10% enjoy it.
1.0 Companions back as a new companions and a story involved companion.
Because it's all the players had for years. It was either that, or compete with the entire server to get sky gods, or land kings. The sky gods you would have to kill a certain notorious monster (for most) to get a key item. You would need 2 different items per lesser god. After killing 4 of those lesser gods, you could spawn Kirin, for your chance at his drops. Everything was extremely grindy and random. And the land kings took days for their respawn timers to be up, then could take hours to spawn while various linkshells camped them. Only one group could "claim" a mob in FFXI, so it became very salty when other groups "lost."
All of this to get the "sideway" stats that you mentioned. Or in FFXI's world, for every positive stat, they had to give you a negative. It led to gear swapping (blinking out) in parties, which became tedious. A gear set to gain TP. A gear set to regain MP. A gear set to deal your super mega weaponskill. Situational gear, only used to make your abilities better (usually by minimal +X standards).
No. There's a reason why DRG has their GCD/SS in a certain range.Reduced global cooldown
I'm talking about both. The story content can be done with a little bit of effort getting your ilvl up to meet dungeon requirements. This is fine. However, a lot of people use that "predictable gear" mentioned above to obtain that ilvl. If you make it so they had to go farm at a random chance to get their ilvls up, it takes away from that "certainty" of a casual player being able to finish the story.
Imagine if you had to do Diadem for several weeks, just to get your ilvl up. Because you couldn't count on buying gear with tomestones. Or your only option was savage raids, when you've never set foot in one. Or you had to gather a static party together, just to farm PotD type content to get your ilvl up.
All of the above should not be obligatory for a casual player to go through the story, imo. This kind of hardcore lockout kept me from finishing the MSQ in FFXI. I personally prefer the certainty of at least having my character geared enough to do everything sub-savage raids.
Just because FFXI was a horrible game and it had "sideways" content, does not mean that all games with "sideways" content are bad.Because it's all the players had for years. It was either that, or compete with the entire server to get sky gods, or land kings. The sky gods you would have to kill a certain notorious monster (for most) to get a key item. You would need 2 different items per lesser god. After killing 4 of those lesser gods, you could spawn Kirin, for your chance at his drops. Everything was extremely grindy and random. And the land kings took days for their respawn timers to be up, then could take hours to spawn while various linkshells camped them. Only one group could "claim" a mob in FFXI, so it became very salty when other groups "lost."
All of this to get the "sideway" stats that you mentioned. Or in FFXI's world, for every positive stat, they had to give you a negative. It led to gear swapping (blinking out) in parties, which became tedious. A gear set to gain TP. A gear set to regain MP. A gear set to deal your super mega weaponskill. Situational gear, only used to make your abilities better (usually by minimal +X standards).
I'm not saying they are. All I'm saying is that you shouldn't take away the "predictable" gear that some players rely on, and replace it with "chance" gear. You suggested taking away one, to add another, in your OP. There's no reason why there can't be both. If anything, it will add even more content, that perhaps both styles of players can enjoy. If there were guaranteed rewards alongside the chance rewards, everyone would benefit.
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