

"Every soul you touch will remember your kindness" - TIA, G'raha





I've said it before and I'll say it again, that comparison image is intentionally misleading. The poses are different. Butt size did not change that much.


my first char in this game was a miqo'te back in the 1.x era. I remember clearly not only her body but her moviments...
When the 2.0 beta was arrived, I lived the experience. Was very impactful. xD
The differences indeed wasn't that huge, but the differences are real and significant for the boy with the hawk's eye:3
Last edited by Wanzzo; 03-17-2023 at 11:39 PM.
"Every soul you touch will remember your kindness" - TIA, G'raha




Every class used to have a throwing weapon they could use.
I remember always trying to keep a stack of bomb arms around so I could throw them at range when needed.
Archer/bard used to only be able to auto attack while in melee range, due to attacks costing them their ammo.
What about this I'd like to see back is the attack animation for when they're in melee range. Just a good slug to the face, it was very satisfying to see.
http://king.canadane.com



https://forum.square-enix.com/ffxiv/...-te-BOOTY-back
Every ass should be treated equal.
I want the buns back.





Path Companions, and hell, the Path of the Twelve itself - I dislike what it became as the Scions of the Seventh Dawn, that they became Eorzea's "fix-it" team whenever there was some stupid problem the cities couldn't fix; as the Path they were more secretive and I suspect a significant portion of the trouble the player went through in ARR would never have happened if they had stayed secretive...
Missing Uematsu 1.0 music (specifically, The Seventh Gate, the original Uematsu Piece of Mind (not the Soken-composed Gnath theme with the same title in Heavensward), The Forest's Pulse, and the old 1.0 Victory Fanfare)
The missing parts of Eorzea that had zone maps in 1.0 but did not return in ARR (specifically, the West Shroud portion of the Black Shroud, Coerthas Central Lowlands and Coerthas Eastern Lowlands for Coerthas (although the later is now part of a PvP instance, I'd still like to see it return as a proper area), and the entire missing southern portion of Mor Dhona towards Silvertear Falls, plus the underground 'public dungeons' like the Mun'tay Cellars and Nanawa Mines)
The old levequest 'factions'
Last edited by Enkidoh; 10-18-2021 at 12:52 PM.



Either bring these back or improved versions of them:
-Hamlet Defences (including the chocobo caravans tied to hamlets)
-Open world dungeons (for a different purpose than that of duties)
-Battlecraft levequests with difficulty tailored for parties
-Battlecraft leves as a reliable optional but limited source of exp using the overworld instead of being irrelevant compared to duty finder spam
-Momentum animations without locking characters in place (those already remained in cutscenes since 2.0) outside cutscenes
-Faction system/lore
-Bonus Chest system (preferably without the speedrun chest) for new optional dungeons if they ever add moderately more challenging 4/8 man dungeons not copy paste of the ShB dungeon formula
-Breakable monster parts that aren't just a few in the game for spectacle sake
-Battlecraft levequests having unique music per nation instead of the generic theme all of them have now
-All the missing tracks Uematsu made, specially the likes of Desert Moon Defied, Bathed in Woodsin and Forest's Pulse
-Battle Regimens (though they'd have to be improved a lot)
-Adventurer's Guild task boards
And I would add making every nation have 1 map combining city and fields, but since Kholusia supposedly capped their memory limit for a map and its not even that big... It would have been impossible for them.
Last edited by ReynTime; 10-18-2021 at 02:09 PM.

I agree so much with this. I love the way the mysteries underlying the Echo were presented in 1.0, too. I'll never forget the line... the Path of the Twelve itself - I dislike what it became as the Scions of the Seventh Dawn, that they became Eorzea's "fix-it" team whenever there was some stupid problem the cities couldn't fix; as the Path they were more secretive and I suspect a significant portion of the trouble the player went through in ARR would never have happened if they had stayed secretive. ...
Or Papalymo'sNot one is willing to speak of what he saw at the end of the path. It's as if they all bore witness to a truth too terrible... or too shameful to be told.
For all its flaws in story-telling, 1.0 had an atmosphere teeming with dark intrigue. Though it's a bit of a vague point, I'd love to see more of this.The Echo has sounded... And nothing can stop it now.


I feel like the issue there is that the Scions aren’t the Path of the Twelve. But they aren’t the Circle of Knowing, either.
But the resulting merged group seems to be trying to still hold to the individual charters of its two component groups, despite the fact that one (the Circle’s “Sharlayan renegades throwing aside tradition and coming to try to aid the Eorzean city-states“) doesn’t really fit well with the other (the Path’s “we are the secretive, hidden organization that studies the Echo and tries to find ways to use it for the greater good“).
It made a lot of sense that the secretive Echo-powered group would aid the public “we must organize and rally together to solve problems” group. It makes somewhat less sense for them to operate as the same group from a practical standpoint, even if it makes NARRATIVE sense that Louisoix would tell the other Archons of the Circle of Knowing to go throw in with Minfilia if he didn’t make it back from Carteneau.
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