Now here's a troll
Or how about Thousand Maws of Toto-Rak, Cutters' Cry, Aurum Vale, and Dzemael Darkhold? Four dungeons that are required for character progression in some way or another during A Realm Reborn, and are among the most reviled duties in this entire game. Oh, and those four duties were also pulled forward from the abject failure that was 1.0.
Edited Note: or someone who paid for the level 80 upgrade. (No offense Arkevorkhat, just admiring the artistry).
Last edited by Tommara; 04-27-2021 at 06:36 PM.

Nope, just someone who has played through all 4 dozens of times each, and has never once heard anyone say a single positive thing about any of them.
Thousand Maws is a MSQ dungeon. Aurum Vale and Dzemael Darkhold were both required for Grand Company progression. I will admit to being slightly mistaken about Cutter's Cry, since it's a side quest dungeon, however. They all just fade together because ARR sucked so hard for me as a new player.
Or are you referring to me calling 1.0 a failure? Because it was. Even the developers thought it was bad enough that it wasn't worth saving. There's a reason you cannot play 1.0 anymore.
Last edited by Arkevorkhat; 04-27-2021 at 06:39 PM.
My apologies. All of them are really easy now, as are a all of the original dungeons. For me, it was Brayflox Longstop in the original days, trying to heal people standing in the poison.Nope, just someone who has played through all 4, and has never once heard anyone say a single positive thing about any of them.
Thousand Maws is a MSQ dungeon. Aurum Vale and Dzemael Darkhold were both required for Grand Company progression. I will admit to being slightly mistaken about Cutter's Cry, since it's a side quest dungeon, however. They all just fade together because ARR sucked so hard for me as a new player.
Or are you referring to me calling 1.0 a failure? Because it was. Even the developers thought it was bad enough that it wasn't worth saving. There's a reason you cannot play 1.0 anymore.




Out of those, only Toto-Rak is actually required for the MSQ. The other three (and Halatali, Sunken Temple of Qarn, and Wanderer's Palace, for that matter) have hunt marks in them for Grand Company logs, but the Grand Company membership is never required beyond the first couple of quests to meet Biggs and Wedge and to get your mount license. They're side content.Or how about Thousand Maws of Toto-Rak, Cutters' Cry, Aurum Vale, and Dzemael Darkhold? Four dungeons that are required for character progression in some way or another during A Realm Reborn, and are among the most reviled duties in this entire game. Oh, and those four duties were also pulled forward from the abject failure that was 1.0.

MSQ =/= Character Progression.Out of those, only Toto-Rak is actually required for the MSQ. The other three (and Halatali, Sunken Temple of Qarn, and Wanderer's Palace, for that matter) have hunt marks in them for Grand Company logs, but the Grand Company membership is never required beyond the first couple of quests to meet Biggs and Wedge and to get your mount license. They're side content.
Besides, there's content locked behind GC ranks, housing being a big example, you have to be a Second Lieutenant in order to own property, including apartments and FC rooms, and that requires both AV and DD.
You're right.
But those things aren't hard to do.
Housing in FF14 is not only savage, but just about bragging rights, decorating, and gardening.
Your time would be better spent crafting or harvesting, so you can afford to buy things from folks who spent hours/days, clicking on a sign.



The "banquet" questline leading to unlocking Titan and the Garuda fetch quest could most definitely be trimmed down without compromising the storyline.Having done MSQ at least three times, twice pre and once post patch changes, i found the ARR setup well paced and enjoyable. What you dismiss as "filler" has important elements that cant and should not be skipped as unimportant sidequests
The leadup to Heavensward, the missions prior to Stormblood are essential for the integrity of the entire experience, the msq prior to Shadowbringers should not be missed under any circumstances as it is essential for the storyline
Curious: What do you see as "filler'?



The seas continue to rise while the lesser moon continues to fall, and ilm by ilm, the world becomes ever more unlike itself, without the illumination of knowledge, we but vainly flail as specters in the dark.
Also that time we several times over obtain the wrong elemental crystal, not sure if that got trimmed down or not etc. Not all of the tedium in ARR was essential worldbuilding.




A lot of that got trimmed, too. You do still go through two crystals before finding the right one, but a bunch of the in-between steps are gone. Professor Whatsisname doesn't send you off to find a clay pot, then materials to ward it, he just hands you a warded pot that he conveniently has on hand; the section on the Isle of Umbra goes right to the fight with Siren; and the final crystal skips the entire chain of events and goes straight to fighting the spriggan.
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