The final duty that require all that happen at max level. Requesting diferent roles is just an excuse to promote leveling.The point of role quests is a "brush up" on your responsibilities as that role. Tanks gotta tank, healers gotta heal and cleanse, DPS gotta damage and interrupt and do mechanics.
The stories are nice little additions to characters we got involved with long ago.
The story is there to make the brush up interesting, not for the purpose of being a story for that particular role.
Well.. considering you can get to max level without having to DO any of that.. I don't think it's that farfetched linking them to "hey remember you're supposed to do these things".
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
The bigger question is: "Why do people turn into End Beasts in the role quests, if there's like a 99% chance you've finished the MSQ before doing any of them?"
Because the main blasphemies have already turned, and the presence of the main ones can still turn people into lesser blasphemies. Side quests technically happen when they unlock, not when you actually do them. Otherwise no one could go into Heavensward without first completing the ARR dragoon quests, which introduce Estinien and the Eye.
Depends on the quest. They're often open to have happened in pretty much any period of time, a big exception being the time during this expansion because some class/job npcs and their activities got involved more directly on the story. But most quests involving the war with the dragons do seem to have happened "3 expansions ago, not in the present".
And then there's the lvl 50 Culinarian quest, which involves a certain character who may or may not be around when you do it.
With Estinien his introductory cutscene in the MSQ changed depending on if you already know him or not. They explain to you about him and the eye on the spot. It's not something "you couldn't have lived with" if you missed the DRG story.
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
I was wondering about this same thing, how could people turn after the MSQ was done, but your explanation does make sense. I guess they can behave like sin eaters (to make others turn forceably) and through the way dynamis and the transformation worked they could be affecting their nearby environment.
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
The thing is, anyone could do any of the roles.
(Spoilers for all of them):Why should a melee lead the Company of Heroes? Wouldn't someone at range make more sense, since that's what they rather explicitly state in the quest with the previous captain? Or how about a healer since their only healer is Brayflox throwing restorative cheese at you. Maybe a tank to lead the charge?
-How about the big Sahagin mutant thingy has an impentrable, constantly-shifting shield, and only someone getting up close and inside can possibly damage the moving weak spots (like positionals) can bring down its defenses?
Why do you need a ranged physical to deal with the Doman one? Sure it flies, but the one time it flying quickly actually comes up in the story, it flies away anyway. When it comes time to fight it lands and just sits there. Also wouldn't a healer be handy for the Samurai and Ninja, or a tank to hold it still? What about some magic firepower, since magic is equally capable of taking out targets at range? Or hell, go all-in on the melee thing when the monster lands and just pummel it into the dirt with the three of you.
-Maybe give it targetable wings that need to be shot at range, something Hien and Yugiri can't do? Like the Sohm Al boss, except high in the air.
Why do you need to be a tank to tank the instant-kill poison monster? Or, rather, why WOULD you bring a tank to that? Wouldn't a ranged physical or a caster make more sense so as to stay away from the mega-painful 100% death poison monster? Or maybe a healer to help soothe the effects of it and attack at range? Or heck, a dodgier melee character who can dance around the beast and avoid his strikes makes as much sense too.
-Maybe just make this guy super-duper brutal and wild, and only an immovable tank can hope to keep this thing still long enough for the Wood Wailers to deal with it.
Why do you need to be a mage to fight the Ishgard dragon? The only thing a mage even kinda makes sense for is that the dragon is flying, and much like with the ranged physical the boss just lands and you deal with him on the floor anyway. So why not a healer to backup the knights, or a melee to help bring down a dragon (like Dragoons have been doing forever?) Or heck, a tank to hold the big monster's wrath?
-Why not say the dragon is super-resistant to physical strikes and their Dragonkillers and archers are ineffective, since Ishgard is supposed to be really good at killing dragons.
Why do you need to be a healer to help Fordola through her emotional problems? Sure the fight at the end is Fordola+Raubahn and a healer is handy, but some DPS would be handy too, or a tank to let the two of them go to town on the big thing.
-Maybe give THIS guy a poison effect or something, to fit in with the idea that the Blasphemy really doesn't want to hurt anyone but kills by its mere presence; therefore you need a healer present else Fordola will sacrifice herself trying to bring it down alone.
With just the tiniest of tweaks they could have changed any of the quests into anything else role-wise and it would have made just as much, or in the tank case more, sense. Or just tweak the quest to make it fit the role more.
I like all the quests though. The fights are fun and seeing the story continuing in all these places is nice.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
Yeeh, if anything they should have incorporated scenes where we actually get to fight with our weapons in cutscenes rather than standing and stare.
Examples being us shooting something out the sky as ranged or jump in and visibly block an attack as tank.
They had role quests in Endwalker because they had role quests in Shadowbringers. But it seems like they decided to not make them important to the roles, and instead just made them for a premise for why you'd go to each city. They only exist so you have a reason to go on a gpose date with Aymeric, or walk around Yugiri's hometown and meet her parents. They're more "old NPC" quests than role quests. But they exist as role quests because somebody wrote "role quests" on the to-do list and they got made that way.
They're companions to the most recent Rising stories. All the EW roles quests focus on the same characters, and cover some of the same history as Tales from the Twilight.They had role quests in Endwalker because they had role quests in Shadowbringers. But it seems like they decided to not make them important to the roles, and instead just made them for a premise for why you'd go to each city. They only exist so you have a reason to go on a gpose date with Aymeric, or walk around Yugiri's hometown and meet her parents. They're more "old NPC" quests than role quests. But they exist as role quests because somebody wrote "role quests" on the to-do list and they got made that way.
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