In ShB they set out to create 5 quest line for the role-quest.
Here, it's more like they wrote 5 quest lines, then assigned them to the role-quest after the fact.


In ShB they set out to create 5 quest line for the role-quest.
Here, it's more like they wrote 5 quest lines, then assigned them to the role-quest after the fact.
ShB had 4, acually, but you're still spot on. The questlines themselves are good, like pretty much everything in EW, they give proper closure to previous events and characters we've met, but it does feel they focused on doing the story first, and randomly slap a role onto them at the last second, rather than designing them with said roles in mind to begin with.
I could've literally done the healer questline as a job that can't even self heal, let alone heal others, like BLM or MCH, and nothing would change




I only did the melee DPS one so far and... Yeah it was. I mean pretty meh overall outside of a couple kinda funny moments, and really didn't have anything at all to do with my actual role. If anything it maybe would been better as the tank one since you spend most of it ordering people around and being supported by a bigger party so??? Bit odd really. I dunno.
"Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time
the ranged dps one makes sense even Hien says that we asked for a ranged because the enemy flys and swords cant reach it...




Wizards can't strike it down with lightning? Dragoons can jump hundreds of feet into the air to strike down dragons, but not birds? The ranged questline ended with dudes whacking it with their swords anyway.
Hienland has the meme lady and loser guy whose tribes have the big birds. Meme lady is a magic user and loser guy was shown jumping off the big bird to take down an empire starship with his axe back in SB. Pretty sure they really don't need a Bard.
Caster one let me go play with Ser Aymeric. I was happy for that alone. <3




They're still off in Garlemald when the role quests happen. They can't be in two places at once.
Ok finally finished the Ranged Physical role quests and I think this was the worst of all. Not only does it feel like they were rapidly going down a checklist of unresolved SB threads, what with Gosetsu coming back, Yugiri's history with her homeland and the consequences of Yotsuyu's fate, but also it completely ignores previous events for the sake of intentional emotional manipulation to the player. Namely, it ignores the events of the Doman Enclave Restoration.
At the end of it the people had already performed a send off ritual to make peace with the departed, but now the role quest backpedals all of it so that the citizens can be the big mad at Hien for the plot to happen. Even worse, it further completely disregards the events of the DER by having them perform a SECOND send off ritual in the level 89 quest. Also I get that FFXIV likes to push the view that "leaders should get their hands dirty" but it crosses the line of absurdity when you have the equivalent of the president of Japan going around on a memento fetch quest for people that have clearly shown animosity towards him without any guards.
Honestly all of these quests feel like they were not done by the main story team but rather handed to some interns that haven't played the game at all and just went by the wikipedia notes. Definitely not worth the trade off of having proper job quests.
Last edited by lezard21; 12-31-2021 at 10:59 AM.



They do mention that at the very start in Radz-at-han, but then it never comes up again. Blasphemy is flying? Well it escapes anyway. Oh, time for the big showdown? Thing came inside and makes no effort to fly away.
Honestly while I do like all of the quests themselves, they do feel completely disconnected from your role. The healer one could have been, "hey we want some backline support" or "we need some melee damage", the melee one could (or should) have been "hey we need a ranged physical who can see the battlefield to lead" or "we sure could use a healer/mage to balance things out", etc. Heck, the mage one had just as much to do with a flying enemy -- probably moreso since at least that one has wings a brd/mch/dnc could have taken out to bring it to the ground, not to mention a big plot point is that the guy was hurt and in an infirmary (so why not make this the healer quest?)
The most baffling to me was the tank one. This big monster has a super deadly mega poison that'll kill you for sure on contact... let's have some melee people go fight it.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
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