The true end game goal now is to afk in idyllshire with your ravana ex wep drawn.
Every other zone is kinda empty as 70% of the endgame population is bumming around in idyllshire.
it amazes me sometimes lol
The true end game goal now is to afk in idyllshire with your ravana ex wep drawn.
Every other zone is kinda empty as 70% of the endgame population is bumming around in idyllshire.
it amazes me sometimes lol
They added jumping puzzles to wow and used them as an excuse to remove flight.I 100% agree Justinjarjar, GW1 amazing skill system, GW2 I also hated. My point was that people did it while catering to casuals, not that I like how they did it :P
I did love GW2 Jumping Puzzles (the thing they did the best imo) and that would be a great addition to FFXIV. I definitely think that end-game doesn't have to mean raiding, but right now I am not loving the alternatives. Triple Triad, Gold Saucer, Chocobo racing, Sightseeing, Crafting, Gathering, Hunts are all extremely boring to me. I'm at the point that I log in, jump in circles around the goblet/idyllshire while chating for 1 hour, maaaaybe do a roulet, maaaaybe do a run of Alex and then log out.
I hated them there, too. This isn't a platformer.
I didn't read past the OP but endgame is worst now then 2.x unless there is a huge spoiler coming with savage.
Watching BG fight twin, Nael before everyone was cool. Seeing Phoenix and bahamut for the first time was awesome.
Alexander is meh and we already know what's coming. Nothing exciting or gated. It's going to be the same 4 uninspired fights with a few FU mechanics thrown in. Unless Tiamat comes plunging through the room in A4 savage this will be the worst endgame raid yet in terms of hype and lore.
It is/was all optional in GW2 and WoW. As you can see from my posts they are not my cut of tea, but some people like them for the titles and whatnot. We have sightseeing, but with flying they are pointless.
Good for you
FFXI had Dynamis and Sky on the Rise of the Zilart expansion.
Then they started adding more with each expansion.
Chains of Promathia
Dynamis
Sea
Limbus
Empty Notorious Monsters (ENM)
Treasures of Aht Urhgan
Salvage
Einherjar
Zeni Notorious Monsters
Nyzul Isle Investigation
Nyzul Isle Uncharted Area Survey (level 99)
Imperial Seal Notorious Monsters (ISNM)
Salvage II (level 99)
Wings of the Goddess
Stronghold Notorious Monsters (SCNM)
Allied Notes Notorious Monsters (ANNM)
Meeble Burrows (Meeble)
There were also:
Trial of the Magians
Voidwalker Notorious Monsters
Voidwatch Notorious Monsters
High Notorious Monsters
Abyssea
Delve
Skirmish
I'd say give them some time, this is the first expansion afterall.
Though... it doesn't help that the content they create gets outdone so quickly because of the vertical progression. That's the path they decided to walk through though... but can they make content fast enough to keep up with that model?
Last edited by Tyla_Esmeraude; 07-19-2015 at 04:58 AM.
Was waitin' on this response.
'STOP RUSHING!" Please stop using this argument over and over again.
You realize, most of the people here have been 50 for 2 years now right?
The first 60 took me a bout 2 weeks and now it's lame. It takes no time to get to 60, and gearing is cake...I've just started Alex like 3 days ago.
Here's what you do in HW:
You FATE grind till nearly 60 [first follow story], and do two dungeons 5000 times, then do ezgg Alex.
It's literally like the beginnin' of 2.0.
What did we have in 2.0?
WP/AK for weeks, then coil.
So I'm guessing...next route is, 24 man, then make a HM version's of these dungeons and literally re-run what happened in 2.0.
Already got the EX Primal's.
They really need to steer away from repeating the same crap...over...and over...and over....The game is great, but come on now.
People are tired of re-skins with light diffculty bumps. Why not give us 4 mans that actually fun and hard to do? Or 8 man dungeons that's as long as 4 mans?
More 24 man contents? More choice in the dungeons? Do this and that to get X Y or Z boss. More interactions with the dungeons. Open world instances.
Why even add Hunts behind anything? They don't require team effort it's just dumb.
Something new! I'm hoping this expansion does a lot of things new than what we had in 2.0. ARR shoulda been called. "A Realm reborn and visited 6 million times over again with a slight change in scenery."
I won't nip at them now since it's the start but I'm already seeing a pattern here. :/
Last edited by Mhikail; 07-19-2015 at 05:07 AM.
I think my main compliant is HW really didn't add anything on top of what 2.XX had. Larger zones are nice but still empty of any true content. No group based Leve. No Hamlet defense, sorry but FATEs are just as boring as 2.XX. No open world dungeons that people asked for. MMO's need a balance of DF and open world activities. HW still relies too much on DF.I'd say give them some time, this is the first expansion afterall.
Though... it doesn't help that the content they create gets outdone so quickly because of the vertical progression. That's the path they decided to walk through though... but can they make content fast enough to keep up with that model?
Open world dungeons with bosses would be cool. Rare drops too.
And give to end game hears like the law equip the slots.
One thing that i don't really like about this game r the restrictions. There aren't builds here.
Not denying that they could add more with end game, but what you find easy is difficult or challenging for someone else. They could definitely add more variety though.
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