I mean go ahead an enjoy feeling so disatisfied with yourself about justifying your apparent personal addiction of needing to do everything by believing that its "all forced".
Its kinda sad that you must feel that way.
Except I don't do everything but there is some content that is forced by design. Kinda sad you feel things aren't when they are. Cry more pls.
Yeah as much as I enjoyed the ShB role quests, I didn't enjoy the one (1) I've done so far for EW at all and have zero interest in doing the rest, based on the first and what I've heard about the others. The individual job quests were pretty hit or miss for me but I still liked them a whole lot more than this.
I get why they made the change. Still kinda sucks though.
"Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time
Personally, I'm a huge fan of the role quests vs. class quests. Put simply, there's just too many classes, and people like myself with full time jobs only have so much time to play. Using the role approach is much more reasonable for me to have the opportunity to experience it all, especially with how they've really upped the relevance of the quests and world-building contained within them. I loved the companions we journeyed with in the ShB role quests, and I'm loving the stories tied to each region in the EW ones. The quests just have a lot more significance now from a lore and RPG perspective, while at the same time the reduced number makes it more reasonable to experience all of them.
I did them for the sake of the Endwalker-relevant plot that they shoved right after you beat all of them. My thoughts were:Yeah as much as I enjoyed the ShB role quests, I didn't enjoy the one (1) I've done so far for EW at all and have zero interest in doing the rest, based on the first and what I've heard about the others. The individual job quests were pretty hit or miss for me but I still liked them a whole lot more than this.
I get why they made the change. Still kinda sucks though.
- On the role quests themselves, I get that what they gave us with stuff like Fordola was meant to either provide closure or understand the status quo of things. But for the majority of them (especially Ishgard), it just felt like they were ruminating on old, closed topics. I don't know, most of it felt like a retread of the 60-70 Dark Knight questline where we feel bad about those who allied with the baddies, make us remember really hard that they were human. Yes, they were human, that alone is worthy of a modicum of compassion. But that doesn't mean I need to feel bad for people who didn't think twice before drinking the cool-aid. They're not free from consequence.
- The Nerva quests were really disappointing. I wanted to learn more about Nerva but not through hearsay. When we finally reach the guy, he's long gone. And throughout it all, it just felt like we were right there, beating Anima's arse and ending the Garlemald brainwashing, while Nerva was having a mental breakdown next door and we just skip him. We spend so many hours in there, and all this lasts for a good few days. I get Garlemald's large and a rubble, but come on. It can't be this bad, can it? Good resolution for the people of Garlemald in the end, I guess. That of accepting the contigent and going to them for aid and help rebuild. But it was a resolution they'd have sooner or later. It's not like their leaders were providing many options, and that was easily the most logical conclusion given Alphinaud and Alisaie's work there, alongside Maxima and Lucia.
- The Four Fiends explanations should be explained in the MSQ directly. This is way too interesting information about our current main antagonists to pass up like that. It expands on the creatures we're killing, explains who they were and grants further insight into Golbez's character.
We have job quests who now deal with implications based on what we've experienced in the MSQ. We went to the moon (AST), Bozja's liberated (GNB), Garlemald's... Garlemald (RPR, GNB kinda), Sharlayan's stick has finally been removed from its rectum (AST, SGE), we are now working with two of the First Brood and are in search of a third member (DRG) and we're currently exploring the Void and understanding the relationship of pacts and deals with Voidsent (WHM, BLM, RDM, RPR). And hell, DRK could stand to gain from exploring the nature of one's soul and psyche, especially knowing about Azem and Ardbert's influence within us. The origins and effects of the Final Days really parallels DNC's Totentanz, how did Dancers react to that revelation and the existence of Dynamis? There's just so much to explore, even if it's just a continuation quest like in Shadowbringers. But eh. We got what we got.
I don't personally want long quests that gate skills behind them. That was tedious before, it won't be any less tedious now. But those stories exist, and the characters have gone through personal trials with us alongside them. And now that there's new information and previous stuff is being expanded upon, why not revisit them for their input? See in what way this information affects people that we know other than the ones we take with us in our adventures.
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