I’m going to squish my entire FFXIV weekend into one post. The short version is that I finished all of the Heavensward Main Scenario Quests so I can begin the Stormblood expansion. This required completing all of these instances:
Final Steps of Faith. A mostly-FC group got me through this trial pretty easily, except for one flashy lightning thing that zapped me dead in the second half.
Xelphatol. Another FC group got me through this dungeon with relative ease. The most memorable thing about this dungeon is its resemblance to Blighttown from Dark Souls. :) Although in some ways it more closely resembles The Gutter from Dark Souls 2, except you can’t see too much of The Gutter because it’s pitch black.
Titan (Hard). I just jumped into a PUG Sunday morning for this one, since I knew it relatively well already. Or at least I thought I did. It turned out I was rusty on some of the finer details of the later bomb mechanics and died to a bomb I didn’t quite get away from in time. A kindly healer rezzed me so at least I was alive at the end. Nevertheless it only took one try, far different from the old days when PUGs would routinely break up in failure.
There was a touching storyline around the Titan instance about a koboldling named Ga Bu. FFXIV does better at hooking me with the individual character stories than it does with the bigger, sweeping epic storylines.
There was a solo duty around here somewhere that involved a fight against the Warriors of Darkness. I failed it the first time because I didn’t figure out I was supposed to charge up what’s-her-name’s sword until halfway through, and I still almost won except I kept getting interrupted before I could click the sword one last time. On the second try it was a breeze.
Baelsar’s Wall. Another FC group got me through this dungeon as well, the last one in Heavensward. It was pretty straightforward as I recall.
The last instance was a solo duty fight against some Empire troops, where you got to blast whole groups with one of those mechs.
There was too much story to condense so I’ll just hit the highlights. The good guys won the Dragonsong Wars. Alphinaud’s twin sister showed up, finally answering my own long-lasting personal question of “whatever happened to Alphinaud’s twin sister from those very first cut scenes?” Then the Warriors of Darkness tried to destroy the world but they were stopped with Minfilia’s help, in yet another touching storyline.
Then Yda and Papalymo were found, and a new threat emerged in the form of an angry rebel named The Griffin. A huge Samurai from the East arrived to bring Yugiri back home to Doma for some reason. The Griffin summoned a primal dragon at Baelsar’s Wall, Papalymo was a hero, and the good guys activated an Allagan machine named Omega to fight the dragon. A very colorful battle between dragon and machine ensued, and everyone seemed to think the dragon was defeated but I’m not so sure myself. Ydo gave us one last shocking revelation (which was a total surprise to me), and that’s where Heavensward ended.
Interestingly, Heavensward ended in a distinctly different way than A Realm Reborn did. ARR ended on a cliffhanger, and Heavensward could in many ways be considered a direct sequel. In contrast, Heavensward ended in a way that tied up most of the loose ends, allowing Stormblood to begin a fairly new standalone story.
If I had to guess, I imagine they did this on purpose so that people could use those potions to skip over the ARR and Heavensward stories without missing too many essential plot elements.
So if you’re behind, Stormblood would be a good place to start, story-wise. Although you’re doing yourself a disservice if you miss the Heavensward story.
In the end, I didn’t quite reach level 61, but I’m about 90% of the way there. If all goes well, I’ll be starting the first quest in Stormblood Monday night.
I spent a little bit of time Friday evening checking out the head start for Secret World Legends. I was actually surprised how many people on Twitter were downloading it. I don’t remember seeing more than a couple people express much interest in The Secret World on my timelines before.
Let me be blunt, like a politician: It’s the same game. It has slightly more action-y combat, in that you no longer have to hit the tab key to select targets. Instead, you point at the target you want to hit. (And when you point at a target, it “highlights” just as if you had tab-targeted it.) In my opinion, this does not fundamentally change the game at all. The animations are the same, the models are the same, the movement is the same.
In fact, I’m struggling to understand why they needed to wipe the player base and start over at all. The only technical reason I can think of is that they didn’t have the time or expertise to come up with a migration plan to convert a database of TSW players into SWL players.
My TSW character was shotgun/hammer-based, so of course I made a shotgun/hammer class in SWL. The shotgun in SWL is weird and nonsensical. It “reloads” with, as far as I can tell, random ammunition after every six shots. Why? I have no idea. I don’t think I’m going to use it very long.
To be fair, I’ve only played for about 50 minutes. I made an Illuminati character just like my old one. He didn’t look quite the same because the faces and hair in the SWL character creator look different. (The character creator was improved, by the way, though not dramatically so.) The character faces were updated sort of in the same way that the models in WoW were updated that one time. The same, but, slightly smoother. It is obvious that your character’s face is rendered differently than all the NPC faces.
The game sees us ingesting a bee in the same cut scenes as before. In the middle of destroying our own apartment, we get a brand new tutorial to introduce the game systems. We get a simple example of each type of mission (action, investigation, stealth, or whatever they are supposed to be called), then we go back to our apartment to finish the introductory cut scenes. A fast-talking recruiter knocks on our apartment door to invite us to New York. And off we go.
I played until I got to the streets of New York (level 2), which were actually crowded with other new players. I was a little surprised, since I thought they had said they were removing some of the “MMO” from the game. Regardless, by then, I wanted to get back to Stormblood. :)
I guess the point I’m trying to make with this post is that if you’ve played TSW before and made any significant progress, there doesn’t seem to be much point in starting over and playing SWL, unless you’re just a glutton for punishment. The changes are not nearly big enough to make the game feel “fresh” again. It’s the same game, same graphics, same models, same animations, same maps, and obviously the same cut scenes and quests.
It’s one of the most illogical game development and publishing decisions I can ever remember seeing. They alienated their existing player base on the hope and gamble that they would pick up a brand new player base. It makes no sense.
The Hail Mary feel of this move suggests to me that Funcom must have been really up against the wall and had literally no other choice. It was either this, or shut down TSW completely. If that’s the case then I suppose I should commend them for trying, but wow, what a terrible choice to have to make. All I can say is good luck to them.
Still, if you haven’t played the game before, you should definitely check out Secret World Legends. It’s free after all. The stories and NPC characters are very, very good, even if the graphics and combat is a bit meh by modern standards.
If you’re a veteran who’s played through the whole game already then, um, sorry. It doesn’t look like there’s much here for you.
For myself, I played through all of the zones in the original launched game, but I didn’t play any of the subsequent Issues or get to Tokyo. There will be new things for me to look at–eventually–but I’m not looking forward to slogging my way all the way through to Transylvania again. I suppose I’ll pop in occasionally, more-or-less like I’ve always done with The Secret World, but it’s never going to be my main game.
P.S. Installing the new game also wiped out the launcher for the old game. I thought you were supposed to be able to play both at the same time, but no matter which launcher I run, I get SWL now. (Apparently there was a secret way to run both, but Funcom certainly didn’t tell anyone about it.)
P.P.S. This might be a good teachable moment for software developers: Always think about forward compatibility. Always. Always, always, always. If I were ever to teach a class in programming, this would be a very important topic. If updating the player database is going to break your game so badly that it requires a brand new launch and player wipe, you might be doing something wrong.
It was a big weekend for me in FFXIV, as I managed to finish up the Heavensward Main Scenario Quest, so I stand ready to begin Stormblood this week (just in time for everyone else to be finishing it :). However, since there is usually a two or three day lag between my gaming events and posts about them, let’s continue with last week’s adventures…
Normally I try to stay semi-focused on meaningful progress when I’m in an MMORPG, but I had a bit of time to kill Thursday so I started wondering if I could pick up two more points of item level so I could check out Dun Scaith, the final alliance raid in Heavensward. It would do little or nothing for me at this point, but I had a couple of quests in my journal that required it, and I just wanted to see it.
I went over to Idyllshire to check out the vendors, and I was surprised to find out that I had a stack of over a thousand Tomestones of Poetics. I’m not sure where they came from–I guess a combination of leftovers from before Stormblood and the various post-Stormblood activities that give out Poetics like candy.
The poetics allowed me to buy a 270-ilevel ring, bracelet, necklace, and earrings, and that was plenty to get me over the threshold.
I jumped into the Duty Finder without even researching the raid. Past experience has taught me that there is so much to think about in these raids that I can’t absorb even a fraction of it just from a video. (If you watch MTQ’s videos on Dun Scaith, it is literally wall-to-wall explanation in a near monotone from start to finish–hard to digest.) I have to experience it firsthand, then review it later to find out what I did wrong.
Past experience has also taught me that the community is probably overgeared for the raid by now, so one little DPS that doesn’t know anything probably won’t hurt that much. Or so I hoped.
I was expecting it to take all day to get into the raid, what with everyone doing Stormblood stuff, but it only took about 10 minutes. (Later I learned I must have been extremely lucky, as it was the only time I could get in.)
On par with every other alliance raid, it took about 45 minutes to complete. I died a lot. But there were no wipes, so it was a smooth run. I even got some new boots. I wasn’t expecting to get new gear from it, but now that I know there’s a new set of gear to acquire, I feel like I have to get it. :) I tried to queue a couple more times but they never popped, so I should probably give up on it. New Stormblood gear is just around the corner anyway.
I ended up with enough excess Poetics to buy the ilevel 270 Shire Conservator’s chest piece. It’s kind of a grayish meh, though. Not terribly appealing. But I got my ilevel up to a nice, round 250.
One other thing I did was try to find out what to spend Wolf Marks on. You get these from PvP. I have over 12,000 of them now and there’s a 20,000 cap and I have no idea what to spend them on. The vendors at the Wolf’s Den Pier have plenty of gear but it’s all for level 50 and 60 characters, which doesn’t help me much. I wanted to buy stuff for my Dark Knight job, which is now up to 36. I thought about getting some White Mage gear but the highest-level gear I saw was only ilevel 110 and I’m already wearing ilevel 115. Anyway it seems a bit pointless to buy PvP gear at all since everyone gets the same stats inside the arenas. I suppose it’s all meant for glamours.
I’m in a similar boat with Company Seals, too. I’m at the 50,000 seal cap and I have no idea what to buy with them. Nothing at the Grand Company vendor looks useful to me.
Oh one last thing I worked on between everything else was the long-neglected Hildebrandt quests. I just got the Manderville dance and unlocked the “Battle on the Big Bridge” trial–that should give you some indication of how far behind I am. That questline is … well, let’s just say it’s bizarre.
Still bumping around doing miscellaneous tasks of little import in Stormblood. But lately I’ve been thinking about Heavensward, the previous FFXIV expansion. I pre-ordered it early and was in there on early access launch day, but looking back on it two years later, I didn’t play it very much at all. (Yet for some weird reason, I remained subscribed the whole time.)
In FFXIV ARR (2.x), I leveled all of the following jobs to 50: Bard, White Mage, Dragoon, Black Mage, Miner, Botanist, Carpenter, Weaver, Alchemist, and Leatherworker. I had no jobs below level 15, and most jobs at least 25.
In Heavensward (3.x), I only did one thing, and that was level my Bard in fits and starts from 50 to 60, the vast majority of it happening late in the cycle. I tried the new jobs and unlocked Machinist, Astrologian, and Dark Knight, but never went beyond the initial level 30.
So what went wrong?
What Aywren wrote about the Bard is exactly true. It went from a joy to play in ARR to a chore in Heavensward. Other games make a habit of drastic class changes with every patch (*cough* WoW *cough*) but in FFXIV it was a real shock to the system.
But there was more to it than that for me. I burned myself out with my late-ARR push to complete the 2.x MSQ in time for Heavensward. When Heavensward launched, I was already worn out.
Not only that, but from re-reading my old blog posts, I was still playing The Witcher 3 at the time Heavensward came out, and that surely dampened my enthusiasm for playing Heavensward early on.
I think another problem with Heavensward for me was the sudden change from being an “expert” to being a beginner again. From all the jobs I mentioned leveling above, you can probably guess that I had spent quite a lot of time accumulating knowledge and experience playing my character through all the different trials and tribulations of ARR. Then suddenly I was in the first zones of Heavensward struggling to get through plain old story quests. It was a big mental adjustment.
Combat was fairly difficult in those first days, as I recall. The first Heavensward zone (Western Coerthas) looked bleak. It’s entirely appropriate for the story, but it wasn’t a friendly way to welcome players to the expansion. The second zone (or maybe it was third–Dravanian Forelands) was huge and it was a real chore to run from place to place until you unlocked flying. I remember grumbling about that quite a lot, actually. I basically gave up on the game in 2015 at level 53.
So I fell behind early, and once you’re behind in an MMORPG, it’s easy to find excuses not to play. (I’ve seen a lot of those same reasons from people who aren’t buying Stormblood, actually.) I didn’t start to make progress again until late 2016.
So what have we learned from all this? What lessons can we take from the Heavensward years so we don’t stall out again in Stormblood? (By “we” I mean “me.”)
First and foremost and probably most importantly, it pays to keep up with the Main Scenario Quest. Trying to push through it all at once isn’t fun. It’s better to play it in smaller pieces on a regular basis, and that’s what I’m going to try to do for Stormblood. I’m going to make an effort to level something to 70 before the first patch (4.1 I assume).
Another thing is if you’re not having fun with a job, switch to something else immediately, even if it’s at lower level. Don’t try to push ahead with something you’re not enjoying. (That advice applies to every MMORPG, actually.) I’m liking the Bard a lot better than I did in Heavensward, but we’ll see how it goes once I get into the Stormblood zones.
I was dragging most of the day Tuesday so when I got home I stuck to simple, low energy tasks on Stormblood’s official launch day.
Being launch day, I first had to enter a code on my account page to activate the game again. Square Enix somehow continues to have one of the worst systems for activating your game account in the history of the universe. You have to enter a code to get into the early access (two of them, in fact), then you have to enter another code to get in on launch day. It’s craziness. It’s hard to believe that average game consumers put up with it. It’s a process that takes a relatively high degree of technical saaviness to get through. (Maybe this is why people play it on console instead of PC.)
Anyway, I tried the Samurai 54 job duty “Blood on the Deck” once or twice more and continued to fail. (It’s always my blood on the deck.) I think I’m up to five attempts now. Since the new gear didn’t help, I put the Nameless robe back on because it looks cooler.
I did a bit of Googling and found that apparently I’m not the only one having issues with this quest, which makes me feel a bit better. I’ve never seen a job or quest duty so difficult in my entire FFXIV life (with the possible exception of one low-to-mid-level duty I vaguely remember in a desert region with a horde of bird-men).
Other than that, the biggest thing I did Tuesday night was try out the new PvP in Stormblood.
I started out wanting to do something simple with FATEs or leves to play with the Dark Knight job but then I remembered that tons of people have been saying that Stormblood’s new PvP is a) fun and b) great for leveling. So I jumped into a queue for Fields of Glory.
Seconds later the queue popped. So that’s why everyone likes it!
I’m not sure what the technical term is for this style of PvP (Arena-style?) but it’s the kind where you have nothing to lose and everything to gain by playing it. It reminded me a lot of Rift’s initial PvP offerings, and later their Conquest three-sided PvP. It’s also similar to Guild Wars 2’s WvW and ESO’s Cyrodiil, except on a much smaller map, and there are no buildings or sieges.
Unlike most MMORPGs, though, you get an entirely different set of abilities for PvP. They are similar in style to the normal PvE abilities for your job, but not quite the same. It looks like everyone gets one or two DPS abilities, some CC abilities, and some abilities unique to your class. You have to setup all of your hotbars again for PvP. I discovered this when I couldn’t hit F8 to summon my chocobo*. It’s been so long since I setup that hotbar on the side that I had to search all through the menus to find where my mount icons were hiding.
It’s a neat system and I think it suits FFXIV fairly well, but I quickly discovered (yet again, for like the hundredth time in my gaming life) that PvP is not very fun when playing a melee class. Ranged classes generally own you, and you have to spend most of your time wandering around waiting for those rare opportunities when someone wanders too far away from their zerg. (Unless you happen to have a pocket healer.)
For comparison, I went into another match with my Bard, and the difference is staggering. Shooting people on the run at range made it pretty easy to rack up Assists, if not Kills. I can’t imagine why anyone would play anything but a Bard if they were serious about winning PvP matches. It felt incredibly unfair, actually.
Stormblood PvP is pretty good (or at least inoffensive), but not good enough to keep me from remembering all the things I generally dislike about PvP in MMORPGs. There’s a pervasive attitude of what I’ll call … well, cowardice, for lack of a better term. With rare exceptions, the second you touch anyone, they run away. I chased a guy halfway around the map once. Nobody fights unless they can either outnumber an enemy and overwhelm him with a circular firing squad, or stunlock an enemy so he doesn’t even have a chance to fight back. There’s no honorable fighting in PvP, in other words. It’s more of an animalistic frenzy like a pack of predators hunting prey. (Which I suppose is why PvP is so often described in terms of wolves and sheep.)
This is in stark contrast to what I still consider the best PvP experience ever: Quake. When you engaged in a fight with someone in Quake, they usually fought back, and a duel ensued (a duel with rocket launchers). If you played more defensively like I did, when someone came at you, you stood your ground and blasted them until they died or ran away. If they beat you, you reviewed how they beat you so you could defend against it next time.
Stormblood PvP was fun, but I don’t think I could stand it for extended periods of time. There are already too many people in there trying to give orders and dictate strategy about how to win the matches, which I find annoying. I couldn’t have cared less if my team won or not. (Which is basically the main drawback of no-consequence-PvP.) I only cared about how much experience I got when it was over and how long it took to get it.
In the end, after two PvP matches totaling about a half hour, I gained a level for my Dark Knight, going from 32 to 33. Not too bad, and roughly similar to running a dungeon, but considerably faster to queue for. And best of all, no actual tanking was required. :)
Other than that, all I did was advance my Heavensward MSQ to the next big trial: The Final Steps of Faith. It was literally the very next quest after Sohr Khai. I’ll probably wait until the weekend to tackle that one.
* By the way, in one of the MSQ cut scenes, someone pronounced “chocobo” like: CHOKE-UH-BO. I always assumed it was supposed to be CHAHC-UH-BO, like chocolate, but I guess I was wrong.
I started Monday evening with what I thought would be a quick trip through the level 54 job duty for the Samurai. I failed it three times. Apparently I haven’t learned nearly as much about playing the Samurai as I thought I had.
The instance first has you fighting a lot of opponents simultaneously. They hit you for a lot of damage, too. Of course our fearless samurai trainer from the East just stands there and watches while you struggle. Somebody threw a regeneration heal on me, though, because I noticed my health going up occasionally. (Maybe that was the “Echo” bonus you get for subsequent tries.)
Then you have to fight a big dog-thingy while four others stand around throwing knives at you. Your trainer finally gets into the fight to handle the four knife-throwers while you fight the big guy. Unfortunately your trainer is very slow to stop the knife-throwers so you suffer a lot of damage from them while trying to dodge the big creature’s blows.
Then you have to fight one more big samurai who does insane damage. That’s as far as I ever got. I’m obviously doing something wrong because I take tons of damage and can’t kill the last guy nearly fast enough. And as far as I know the Samurai job doesn’t have anything to mitigate incoming damage.
I decided I needed to upgrade my gear before proceeding. After searching high and low, I finally found a vendor who sells level 54 Samurai gear at Moghome, but I’m not sure it would be an improvement. The item level on the armor was higher, but the damage mitigation numbers were considerably worse. Also they don’t look that great compared to the Nameless Samurai robes. I decided to leave that quest for another day.
After Heavensward 3.2, Gears of Change, our intrepid Warrior of Light moved into 3.3, Revenge of the Horde. The story here is a little bit of a letdown after the dramatic events of 3.2. Aymeric despairs because Ishgard can’t fight the powerful bad dragon Nidhogg (which controls Estinien), so he decides to go ask the neutral dragon Hraesvelgr if he will fight for the Ishgardians.
Naturally, Hraesvelgr requires us to pass a test before he will help, and that test is–you guessed it–the Sohr Khai dungeon. (At first I kept looking for Sohr Khai under trials, because Hraesvelgr said plain as day that it was a “trial.”)
(Side thought: Sometimes it’s difficult to follow story in MMORPGs because they are always delivered in small bits and pieces: Namely, cut scenes and quest text. I often find myself forgetting what happened in the last story bit by the time I get to the next story bit. And you never know when a player might step away from a game for months at a time and then come back. I’ve yet to see any game make a good effort at making it easy for a player to “catch up” on the story. FFXIV has a storybook in the inn, but it’s kind of a pain to reach it and interact with it. I’d like to see something like a simple “back” button in the quest dialogs, which might show you the previous quest text.)
Normally this would be the point where I set the game aside for six months before I summon up the willpower and energy and determination to complete that dungeon. It’s one thing to PUG a story dungeon at level 20, but it’s quite another to PUG a story dungeon at level 60+. The lower level dungeons forgive and train you, while the higher level dungeons actively try to kill you and prevent you from succeeding.
But circumstances are completely different now. I joined Aywren’s FC Knights of Memory over the weekend, and they were kind enough to put together a group for me Monday night. In no time we made our way through Sohr Khai and that was that. Hraesvelgr’s assistance was secured.
It’s been a while since I did a non-PUG dungeon, and it’s a totally different experience. By which I mean it’s a lot more of a fun experience.
In PUGs I always feel like I have to do everything perfectly in order to keep up with the group, especially the first time through, so I spend the whole instance on edge, eyes glued to the screen, trying to watch every status effect and bar and mob at the same time. It feels like I’m taking a test. It’s sort of a combination of fear of the unknown and performance anxiety.
Sometimes I can deal with that, but most of the time it’s pretty exhausting and I’d just as soon avoid it. (Though it almost always turns out to be far less stressful than I imagine it will be.) Once I’ve gotten through a dungeon once or twice, I’m usually more relaxed with PUG efforts because there’s no more fear of the unknown, and the performance anxiety abates because I’ve already successfully completed it.
Here I should make sure to note that I have never once been yelled at in a FFXIV PUG for doing poorly the first time through a dungeon, so all of my fears are entirely made up out of thin air. With rare exceptions, FFXIV dungeon PUGs are notorieously friendly.
But with an FC group, I don’t need to study up for a dungeon or worry about getting kicked or yelled at. Yay! The dungeon went by so fast and painlessly I barely even noticed what was in it. I don’t even remember the first boss. The second boss had some odd mechanics with collapsing walls and falling meteors that I probably could have done better on, but we got through it. The final boss was pretty interesting, as it had a series of floating platforms you had to dance around on to avoid getting blasted by dragon’s breath.
Apparently the Final Steps of Faith are coming up soon for me in the Heavensward MSQ. Based on the groaning I heard from the FC folks, it sounds like it won’t be quite as easy of a task. :)
Palace of the Dead Redux
After Sohr Khai, we did a quick run through the first 10 floors of Palace of the Dead. Talk about a different experience! Now I see why I’ve had so much trouble with it before.
Here’s how it’s always gone for me, the handful of times I tried it solo: Either I died before I got to the boss on floor 10, or I died fighting the boss on floor 10. And it always took a big chunk of time to get through it. Dying means you get nothing of any value. It hasn’t been all that satisfying, to say the least.
The mobs aren’t necessarily hard, but if you’re soloing and your attention wanders for a moment or you get unlucky, it’s pretty easy to get killed. It takes a fair number of swings to kill the mobs when you first start out, and they do a fair amount of damage to you, too. There are wandering mobs that might stumble by while you’re fighting something else, or there are traps that might blow up and drain your health right before you run into a mob, or sometimes a mob will respawn on top of you.
Then there’s the final boss on floor 10. It murdered me every time I got to it. (Which I think was a grand total of twice.) If I remember right, it does an AoE that you have to step out of, which is no problem. But each successive time, the AoE size gets bigger, until eventually it covers the entire room and you can’t avoid it. So you have to kill the boss before then, and I never could.
Flash forward to Monday night. With a group of four, we mowed through everything on floors 1 through 10 like it wasn’t even there. Or I should say, they did. It turns out that after you successfully defeat a boss, you get to keep the Aetherpool weapon and armor ratings you accumulated during the run. So they had built up Aetherpool ratings of like +90 or whatever, while I was still running around with my newbie +0 katana because I’ve never defeated a floor boss.
When I hit a mob, I barely dented its health, but when they hit the mobs, they lost 75% of their health. :) The final boss died before it even cast an AoE!
Afterward I got some glamour pants and a Page 63 minion, which was pretty cool. I’m not that much into glamours or minions, but it was awesome to finally get something out of PotD. Most importantly though my Aetherpool modifier is up to +3 for the next time I go in there.
All in all, a very fun night! In a way it was too fun because I had a hard time sleeping hehe. (The thunder and rain all night didn’t help either.) I need to temper myself more on weeknights so I don’t get too wound up before bed time.
Sunday afternoon I finally completed something I’ve been putting off for about six months now: The Antitower.
I wasn’t planning to, it just sort of happened. I had just gotten back from the grocery store Sunday afternoon. I sat down to figure out what to do for the rest of the day. My mood was better than usual for the waning hours of a weekend, and I was wondering if instances were still broken (I had heard they weren’t but I suspected they might go bad again as server congestion ramped up), so as an experiment I queued up for my nemesis The Antitower.
The expected time read “over 30m” (which I interpreted to mean “never”) so I switched back to Samurai and went to do more FATEs in Western Coerthas to see if I could finish getting to level 54 before the end of the weekend.
[I said in my last post that I made 54 on Saturday but that was inaccurate due to the wibbly-wobbly timey-wimey out-of-sequence way that I write and edit posts sometimes. In fact, I stopped at 53 on Saturday.]
I went into that zoned-out zen state of FATE grinding, where you think about nothing except targeting the next nearest mob and hitting your optimal rotations, ad infinitum.
Time passed and I completely forgot that I had queued for a dungeon. It must have been at least 45 minutes later when the Duty Finder popped up and said The Antitower was ready. “Oh!” I thought. “I forgot. I don’t really want to do that anymore. But I’m tired of grinding these FATEs, and I’m feeling supremely confident in myself right now, and it’ll save the FC from having to carry me through it, and it doesn’t matter because it’ll probably just crash and burn anyway.”
It didn’t crash and burn. I was deposited into the dungeon with three other people, much to my surprise.
I almost dropped right out of it again. But as I said, I was in a good mood, for I had successfully avoided the temptation to buy any ice cream or Little Debbie Fudge Rounds or any other junk foody snacks at the store. (This is mainly how I accomplish cutting bad things out of my diet–if I don’t buy the bad thing, I never have an opportunity to consume it.) I would be salt- and sugar-free for the rest of the day, which would undoubtedly make my Monday and the rest of my week about a thousand times better. (I can draw some fairly strong correlations between the quality of my diet and my mood.)
So I boldly said “Hi!” and told the group I was new.
I think it was the tank who said, “No problem, I’m new too.” Normally you don’t necessarily like to hear that your tank is new in a PUG, but in this case I didn’t mind.
I started panicking for another reason, because I suddenly realized that not only was I new to the dungeon, but this would be the first time I would play the Stormblood Bard in a real life this-is-not-a-drill group situation. And I really hadn’t studied it at all. It was the classic taking-a-test-without-studying scenario. Except in game form.
So off we went. I’ve watched MTQ’s dungeon guide for the Antitower several times over the past six months, so I wasn’t completely unaware of what I would see. But it had been quite some time since the last time I watched that video, and as it turned out I didn’t recognize most of the boss mechanics until after they had already gone by.
Thankfully, if you follow the standard DPS protocol of avoiding AoEs and turning away from glowing eyes, there wasn’t anything the healer couldn’t heal through in Antitower. (This healer, at least.) There was one part where I was supposed to avoid damage by going behind some rocks, and there was another room-wide AoE that kept hitting me that I don’t know if I could have avoided, but other than that I had worried about this dungeon for nothing (yet again–I don’t know why I keep doing this, the MSQ dungeons and trials are usually the easiest ones). Even with the tank struggling to hold threat at the beginning, we got through with no deaths and no wipes in 25 minutes.
I was concentrating so hard through the whole dungeon that I don’t know if I could evaluate whether it was “fun” or not. There were a lot of “dance moves” (ie. moving out of AoE effects) which I tend to like, so I would probably enjoy it again, and it was fairly quick, which is always a plus.
Now about this new Bard.
First, I love that you can move again. Everything is back to instant cast. It’s like time-traveling back to 2013 when everything in FFXIV was wonderful.
Except for one minor but irksome thing. I haven’t done any kind of deep dive on the changes yet, but I noticed right away that one of my go-to abilities for dungeon trash was gone: Wide Volley, the AoE spam attack. (Yes, I had to look up the name. I know it as “the G key.”) As it resides in my coveted top three hotbar slots (or “T, R, and G”), it was a commonly-used ability for me. And as far as I can tell, it’s gone, leaving nothing to replace it but the pitiful cone attack Quick Nock (“the C key”), which I literally never used unless a free usage triggered from Wide Volley.
Dungeon trash was one of the places where Bards shined, because they could put out some healthy AoE damage (nothing compared to Black Mage, but better than most). It got a bit worse in Heavensward when they put Rain of Death on the same cooldown as Bloodletter. But now it seems that we Bards are meant to plunk away at one target at a time.
That was kind of a bummer. I don’t mind it for myself but sometimes people get testy in dungeons when it takes too long to burn down trash mobs. Fortunately FFXIV is reasonably good at keeping trash encounters within reasonable limits.
I couldn’t quite get a handle on how to use the Ballads either. I don’t know if I’m supposed to pick one and keep repeating it, or cycle through all of them, or pick different ones for different situations, or what. This will require some further study. (If you can’t tell, I don’t read guides very much, at least not at first.)
Anyroad, the point is I got through Antitower and could continue the Main Scenario Quest through the end of 3.2 and into the beginning of 3.3 Sunday evening.
And what a quest it is. The story in Heavensward is really top notch, at least when they take the time to voice the cut scenes. (The silent ones are a bit more meh.) There are some really, really great scenes after the Antitower (this part of the story is more commonly known as Gears of Change). Tense, dramatic, heart-breaking, triumphant, shocking–it runs the gamut.
Let’s see if I can summarize it in a way that I’ll remember what it was about if I read this post later, but without giving too much away for people who haven’t experienced it.
Immediately after the Antitower, there was some (surprising) resolution to the search for Minfilia, who disappeared at the end of ARR. Then, elements among Ishgard’s peasantry, still bitter about dragons killing their friends and family, tried to undermine Aymeric’s plan to end the Dragonsong Wars. Fearing civil strife, a Grand Melee tournament was fought to build unity among the people of Ishgard. But during a ceremony to finally seal a peace between Ishgard and the dragon Vidsomethingfir, an unexpected intervention from the Azure Dragoon Estinien, who has “turned to the dark side,” spoiled things in a most dramatic fashion. Alphinaud vowed to “save” Estinien (as opposed to killing him). Thus ended 3.2, The Gears of Change.
The only criticism I have is that they lacked a bit of narrative courage. Three times they showed someone apparently getting killed, only to find out a little later, from an off-handed remark, that they were only wounded and would make a full recovery. Annie Wilkes wouldn’t have liked it. It takes away some of the dramatic punch.
Next up is 3.3, Revenge of the Horde. It looks like a fairly short one. Presumably there will be another dungeon or trial at some point.
Side note: I’m not sure they’re using the same voice actor for some of these characters. I definitely noticed quite a change in Tataru’s voice. And I feel like Thancred is a different actor every single time.
Another side note: There is actually a tiny advantage in having waited to complete the Heavensward MSQ until after the Stormblood expansion was out: All the Heavensward MSQ quests give out a little bit of experience (something like 15k each), so while I’m chugging away on the old MSQ, I’m also inching my Bard from level 60 to 61, so theoretically I’ll be a little bit ahead of the curve when I get into Stormblood.
I was very pleasantly surprised to find that they hand out ilevel 240 weapons and armor as rewards in the later stages of the 3.2 MSQ. I think I’ve heard about that before but it didn’t sink in until I saw them in the quest dialog. Goodbye neat-looking but underperforming 210 bow, hello plain-looking but more powerful 240 bow. (I also got 240 weapons for Samurai and White Mage.) After you get weapons, they give you a set of gear, too. By the time I was done on Sunday I had moved up from ilevel 224 to 233. (Sadly still two points shy of Dun Scaith eligibility. Ah well. Not really an issue now that Stormblood is out.)
The new outfit is pretty slick but it’s a little too slick–almost like a form-fitting superhero costume. It doesn’t really suit my character. I probably won’t be using it for any glamours.
On to the next thing! (Which, as it turns out, is already done as I’m posting this, thanks to Aywren’s FC!)
You’ve probably heard that there were one or two significant technical issues with FFXIV’s Stormblood early access over the weekend. Aywren summed it up pretty well. Even outside of the Stormblood content gate where I am, most times I tried to venture into an instance of any kind (dungeon, job duty, anything except PotD for some reason), I was disconnected from the server and couldn’t log back in with that character for up to an hour because of the dreaded Error 90002. This happened to me three times I think.
I couldn’t make any progress on my main Bard because I had to do the Antitower instance. So what do you do in a new FFXIV expansion when you can’t get to the new content or enter any instances?
Generally, when you can’t make progress on your main character, you switch to a different class/job and level that. My alt of choice right now is the Samurai, which I never would have believed would be my favorite of the two new jobs. I wrote it off the moment I heard it announced as a new job, thinking it would be some silly variation of the Monk or Ninja.
But Samurai is actually quite fun. If you like the complexity of the Dragoon you should definitely check it out. The only thing I don’t like is that there doesn’t seem to be any kind of “charge” ability so you have to keep running to keep up with the mobs (although I would swear I saw someone else jump to an enemy, maybe it comes later). [Ed: At level 54, you get a charge ability.]
How do you level a job without instances? I keep hearing that you can level using the Palace of the Dead, but I have yet to figure out how to do that. (I think it requires a group, and, you know, actually defeating the boss at the end.) PotD was about the only instance I could enter and leave without breaking everything, so I stopped by there a few times. I haven’t quite gotten the hang of that place yet, and so far every time I’ve tried it, I end up spending an hour in there only to get basically nothing out of it. (I think you only get tangible rewards if you successfully get to floor 10 and defeat the boss, which is rather difficult or at least time-consuming solo.)
You can level with side quests, but the amount of experience they reward is basically a flat-out insult. Battle Levemetes are a decent option but you only have a limited number that you can do, and they are a bit slow.
What else is there? I ventured out into the Western Coerthas Highlands (the first Heavensward zone) and found something I never would have believed existed: People were doing FATEs!
FATEs are similar to Rift’s rifts or GW2’s dynamic events. They are open world events that anyone can join in with no strings attached, and they reward pretty good experience for the time invested. Other than dungeons, they are one of the faster ways to level, if you can find an area where a lot of people are farming them in your level range.
That’s a big if. Prior to Saturday, the only place I’ve seen people farming FATEs reliably was around Camp Dragonhead, which will get you from roughly level 35-40 to 50 in relatively short order. I’ve done those FATEs a lot, and I always find them fun and even sort of relaxing in a zen kind of way.
But sadly, when Heavensward launched, people decided that FATEs in the new zones were dumb. I don’t exactly know why, but they were completely abandoned. It was a major bummer for me personally because I loved doing them, and as I mentioned, they are great ways to level alt jobs. I guess they didn’t reward enough experience in Heavensward. They were also pretty hard to complete solo in the beginning, if I remember correctly.
But they were back with a vengeance on Saturday, at least in Western Coerthas. I spent a lot of time flying from FATE to FATE, learning how to play the Samurai, and leveling from 50 to 54. It was like a blast of FFXIV nostalgia for me. And I also got a metric ton of Luminous Ice Crystals.
The problem is that leveling from 50 to 54 with FATEs is a pretty big grind and it gets thoroughly boring after a while. By level 54, you have to do a lot of level 50 FATEs to gain a level. (And, of course, there was no FATE farming outside Western Coerthas.) I wondered what else I could do without being able to work on my main.
I thought about leveling my White Mage up from 50, but as soon as I saw the outfit I had somehow acquired, I wasn’t sure I wanted to be seen in public wearing it.
Still, I did level WHM to 51 with FATEs. It’s not very fun playing FATEs as a WHM, though. You have one DoT and one ranged damage spell, and that’s about it. (And am I crazy, or is Stoneskin gone?)
Then I decided to finally try out the Dark Knight job, a tank job which was added in Heavensward. Previously I had gotten as far as acquiring the initial Claymore, but had never actually equipped it. (At this point I was very grateful for the button which auto-selects the best gear for your job and level, which was added at some unknown point in the past.)
I tried to do the first job duty and that’s when I found out the technical problems affected every kind of instance. I was promptly disconnected, and couldn’t return to my character for about an hour.
When I got back in I went to Costa Del Sol and ran around doing some FATEs, mostly by myself. Sadly at level 30 you’re still a bit too low level to go to Camp Dragonhead. (I tried.) Then I did some battle leves. They aren’t quite as fun as FATEs but they get the job done. I also tried Palace of the Dead, thinking I might do better with a tanky job, but that’s when I got frustrated because your time is entirely wasted if you die in there.
I ended up getting DRK from 30 to 32. I have to say I was fairly impressed with the Dark Knight. I really like the move sets with the giant sword. It reminded me of the two-handed sword animations in Guild Wars 2, which I’ve always liked. Your character looks like they’re really weighed down by the massive size of the sword, and putting all of their effort into swinging it. I don’t care for the weird bowed cello sound that comes with every swing, though.
You might be wondering what I did during the times I couldn’t login with my main character. Well, I played my Rogue, of course. He just turned level 26, way back in the Waking Sands.
Speaking of level 26, is it my imagination or have they made subtle changes to the MSQ in the lower levels? For example, after rescuing one the Sylphs, I noticed that they referenced the primal Ramuh and even showed the big-bearded guy in one of the cut scenes. Did they add that because they added Ramuh much later in the MSQ? I don’t remember seeing it the first time through, but then I don’t remember much of anything that was in the early MSQ.