Eh...the biggest benefit was using them to level, otherwise its just a much slower and less efficient scrip grind for mats and the rare mount/glamour. A lot of the things tey release in 4.3 were better suited for 4.1 imo
But it doesn't require your own mats, unlike the other forms of crafting, and as I hate CUL crafting with a passion, it's perfect for me. Also I always do the beast tribe quests first and foremost for the stories, and am rather fond of the catfish. Basically using them to level is the last reason why I'm looking forward to them.
Forcing people to level through actual crafting rather than let them power through a crafting beast tribe quest that mostly lets you cheese it is a wise decision on SE's part. This still holds even with people who'd level their crafters after this is released because by then there'd be guides and people would know how to hold their hammers right. All reasons why it makes sense they released the Moogles at 3.3. Also, given how crafting is still less widespread than battle, the Kojin and Ananta took precedence. I also dare say MSQ wise it ties in better because Ananta were relevant to the initial Gyr Abania story, the Kojin to the Ruby Sea saga, and now that we're working through the Doma arc, we get the Namazu.A lot of the things tey release in 4.3 were better suited for 4.1 imo
tl;dr I don't see an issue with this decision. What else do you think should've been released earlier, other than maybe the deep dungeon?
It's cheesed just the same, crafting for leves is not much better because you just abuse a handful of them. There's really no point to craft otherwise, the ingredients for most things are absurd starting from the 50s on, and you rarely have the skill to HQ on the leveling journey. You can get from 60-70 by abusing single leves usually.
The namazu...what is there to like about them? We know little about them, and the only way they figure in the main quest is the one guy who rips you off. You can do a side quest with one more of them who wants to be a merchant but has no business sense, but they and the lupin really aren't as integrated into the main quest as the moogles and the vanu are. They aren't adversaries like the ARR tribes, and they are just...there. No idea what their primals are, and they really didn't be any part of the coalition to retake doma.
As for stuff, teh crafting tribes and definitely deep dungeon, especially if the focus is on hard content over leveling. We need kind of alternative grindy stuff to work on besides leveling that we can do as combat classes.
Last edited by RiyahArp; 04-27-2018 at 06:37 AM.
There's a side-quest chain in Yanxia that's unlocked after you complete a couple of side-quests in Namai (which after you've edited your post I see you've actually done). It'll likely be a requirement to their tribe quests like how you had to complete both story side quest chains in Fringes for the Ananta. Not only is it cute in its own right (imo at least, ymmv), but like most such quests it unlocks other side quests in the Yuzuka Manor. Among the things you learn there is how the Namazu tie into the end of the bloody war that ravaged Yanxia, and why they wear the bells around their necks. Also they have magic abilities in their whiskers.
Naturally ymmv about how much you like it, but even before their tribe quests are out, I wouldn't say we know little about them. We actually know quite a bit, and get to interact with them besides.
Out of the 100 floors, 70 are equivalent to PotD's 101+ as they were described as difficult 4-player content in the live letter.deep dungeon, especially if the focus is on hard content over leveling. We need kind of alternative grindy stuff to work on besides leveling that we can do as combat classes.
Last edited by BillyKaplan; 04-27-2018 at 06:46 AM.
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