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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited July 2019
    Polaritie wrote: »
    SCH right now has two pain points imo.
    1) You end up with excess aetherflow and nothing to burn it on because a boss is doing avoidable things. I don't know if Energy Drain is the answer, but it feels bad to reload aetherflow like that. Maybe just make the max aetherflo higher, but still gain three stacks at a time.
    2) Fairy actions are now merely oGCDs and have to be woven in between other stuff. It used to be you could order Whispering Dawn to go off during a Broil cast or something. Switching that back would make it easier to juggle the pile of oGCDs (I'd also like that on SMN for the same reason, though they can dump egi assualts during trances easily).

    There does seem to be a need for one more Scholar Aetherflow dump of some kind. Excog, Sacred Soil, and Indom all have cooldowns, meaning the only real dump you have is Lustrate which you may or may not need at all depending on what you're doing. Energy Drain was a really good use for this, at least for something to do. I guess you could use all 3 of the cooldown Aetherflow-using abilities every Aetherflow cycle, but that seems like overkill in a lot of things?

    Aegis on
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  • BahamutZEROBahamutZERO Registered User regular
    Nightslyr wrote: »
    Spaffy wrote: »
    Nightslyr wrote: »
    Is it me, or is unlocking flying a lot easier this expansion? 3 zones MSQ completed (I presume), 3 zones I can fly in.

    Currently working through HW and I haven't bothered unlocking flying anywhere, what a pain it is.

    It's made worse by the fact that some of the zones (like Sea of Clouds) are split by level/MSQ. You won't be able to grab all of the currents in your first visit. So far, ShB isn't designed like that, at least from a story perspective. I have the feeling that
    Not La Noscea and not Thanalan (I suck at names)

    Are split, but you spend so little time in them when you first get access to them it doesn't really matter.

    those are split exactly like sea of clouds, if sea of clouds bothered you those should too.

    BahamutZERO.gif
    destroyah87
  • DonnictonDonnicton Registered User regular
    Nightslyr wrote: »
    Spaffy wrote: »
    Nightslyr wrote: »
    Is it me, or is unlocking flying a lot easier this expansion? 3 zones MSQ completed (I presume), 3 zones I can fly in.

    Currently working through HW and I haven't bothered unlocking flying anywhere, what a pain it is.

    It's made worse by the fact that some of the zones (like Sea of Clouds) are split by level/MSQ. You won't be able to grab all of the currents in your first visit. So far, ShB isn't designed like that, at least from a story perspective. I have the feeling that
    Not La Noscea and not Thanalan (I suck at names)

    Are split, but you spend so little time in them when you first get access to them it doesn't really matter.

    Yes, those two zones are designed like that. You can get roughly half on your first visits and the rest on your second.

  • Stabbity StyleStabbity Style He/Him | Warning: Mothership Reporting Kennewick, WARegistered User regular
    Nightslyr wrote: »
    Spaffy wrote: »
    Nightslyr wrote: »
    Is it me, or is unlocking flying a lot easier this expansion? 3 zones MSQ completed (I presume), 3 zones I can fly in.

    Currently working through HW and I haven't bothered unlocking flying anywhere, what a pain it is.

    It's made worse by the fact that some of the zones (like Sea of Clouds) are split by level/MSQ. You won't be able to grab all of the currents in your first visit. So far, ShB isn't designed like that, at least from a story perspective. I have the feeling that
    Not La Noscea and not Thanalan (I suck at names)

    Are split, but you spend so little time in them when you first get access to them it doesn't really matter.

    ShB and SB both had multiple zones that you had to come back to to unlock flying.

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  • NumiNumi Registered User regular
    While following the MSQ you do end up in the general vicinity of most of the aether currents and can grab them on the way but the in-game way of finding them is pretty bad in split zones. All in all the whole system is pretty useless and could easily be replaced by just having flying unlocked through the missions. The thing they really should get rid is the first level of mount speed and just having all zones use the MSQ-unlockable version from the start. Nothing worse than having to rp-walk around zones because the unlock will only happen on your second visit which is hours upon hours away, yes I'm talking about you Gyr Abania.

    PolaritieKreutz
  • BahamutZEROBahamutZERO Registered User regular
    Doesn't bother me at all. Maybe my expectations are just calibrated towards more bullshit by WoW.

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  • KamarKamar Registered User regular
    edited July 2019
    Polaritie wrote: »
    SCH right now has two pain points imo.
    1) You end up with excess aetherflow and nothing to burn it on because a boss is doing avoidable things. I don't know if Energy Drain is the answer, but it feels bad to reload aetherflow like that. Maybe just make the max aetherflo higher, but still gain three stacks at a time.
    2) Fairy actions are now merely oGCDs and have to be woven in between other stuff. It used to be you could order Whispering Dawn to go off during a Broil cast or something. Switching that back would make it easier to juggle the pile of oGCDs (I'd also like that on SMN for the same reason, though they can dump egi assualts during trances easily).

    The healing abilities of SCH feel super powerful now though. Like you need to use one about every 2nd gcd in normal 4-man content. Maybe less if the tank knows what they are doing.

    Every second GCD? Do you mean using an oGCD that often, or actually casting a heal that often?

    Even now, on a fresh-gear WHM, I'm DPSing like 70-80% of my GCDs in the 80 dungeons.

    Kamar on
  • BahamutZEROBahamutZERO Registered User regular
    edited July 2019
    white mage has 4 off-GCD heals with 30-60s cooldowns for 3 and 180s for the full heal, so "not using GCDs to heal" is a bit of a stretch

    BahamutZERO on
    BahamutZERO.gif
  • KamarKamar Registered User regular
    edited July 2019
    I mean, even for a big nasty pull...you pre-benison and maybe pre-regen, then holy stun to prevent damage for a while, then slip in asylum when that stops working, maybe hit tetra if you have to or lily GCDs if you know it'll go a while you'll have to (which gets refunded because Misery is a gain with adds), etc.

    And in (dungeon) boss fights, my only non-lily healing GCDs tend to be M2 and Regen if I know the fight at all?

    Kamar on
  • destroyah87destroyah87 They/Them She/HerRegistered User regular
    Kamar wrote: »
    Polaritie wrote: »
    SCH right now has two pain points imo.
    1) You end up with excess aetherflow and nothing to burn it on because a boss is doing avoidable things. I don't know if Energy Drain is the answer, but it feels bad to reload aetherflow like that. Maybe just make the max aetherflo higher, but still gain three stacks at a time.
    2) Fairy actions are now merely oGCDs and have to be woven in between other stuff. It used to be you could order Whispering Dawn to go off during a Broil cast or something. Switching that back would make it easier to juggle the pile of oGCDs (I'd also like that on SMN for the same reason, though they can dump egi assualts during trances easily).

    The healing abilities of SCH feel super powerful now though. Like you need to use one about every 2nd gcd in normal 4-man content. Maybe less if the tank knows what they are doing.

    Every second GCD? Do you mean using an oGCD that often, or actually casting a heal that often?

    Even now, on a fresh-gear WHM, I'm DPSing like 70-80% of my GCDs in the 80 dungeons.

    I wasn't being very clear or really right. You've got the right of it. To make some sense of my earlier comment, lets say I meant that I wouldn't look at health until I'd cast at least one damage spell and even then I might not need to do anything. Because that's closer to the truth. I was honestly extrapolating up to what 70+ and 80 content would be assumed to look like.

    Heck, running Xelphatol with a Gunbreaker tank, I got through the first boss without casting a full heal "myself", the faerie took care of it between Embrace and Whispering Dawn.

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  • BeezelBeezel There was no agreement little morsel..Registered User regular
    having had the chance to play with it, Divination on AST definitely needs a shorter cooldown. It feels like it's supposed to be the job's new main "thing"

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  • StericaSterica Yes Registered User, Moderator mod
    Divination needs an entirely new effect on a shorter cooldown. Spitting out damage buffs is both very boring and unsatisfying. I'm content with the homogenization of the cards, but "For all this you get your card effect but PARTY WIDE" is going to feel like crap regardless of cooldown when it's a 6% buff for only 15 seconds. It also still makes the mechanic feel less engaging, as it's less drawing a card and seeing if you'd rather Play/Road/Redraw, and just going beep boop you are the right/wrong suit I will play/redraw you. I'd love different suit combos doing different things, but that has its own pitfalls ("By the time I got the suits for this mitigation Divination, the big AoE was already cast.", etc.).

    I just really miss the decision making that the old system had. Even if it was in dire need of rebalancing. It's not properly tuned just because the only card we use is Balance!

    YL9WnCY.png
    destroyah87Man in the MistsKreutz
  • I needed anime to post.I needed anime to post. boom Registered User regular
    I also feel really strongly that Divination needs a range increase while we're at it

    liEt3nH.png
    RenzoBloodsheedBilliardball
  • DonnictonDonnicton Registered User regular
    It's not just Divination, though that is bad. The cards as a whole need to be revised too, not just because of the obvious but because on higher end ShB content it's already apparent(especially if the other healer isn't that great) that the game is not going to give you the time to stop healing the party in long enough windows for you to be able to make sure you have the right sigil, the buff is going on the correct ranged/melee for its type, and certainly not for the amount of juggling in such a short window that Sleeve Draw demands you do to not waste charges.

    Man in the MistsKreutz
  • EnclaveofGnomesEnclaveofGnomes Registered User regular
    Early Shadowbringer thoughts:
    I don't think I'll ever not be angry that the scions had YEARS of their lives stolen while some prat practiced his life destroying teleport magic.

    But holy shit the nightmare fuel starts pretty damn early...I went with alisaie first up and man, they don't spare you a detail of that transformation.

    PolaritieBahamutZEROMan in the MistsAldoStabbity StyleNightslyrCaedwyr
  • baudattitudebaudattitude Registered User regular
    Early Shadowbringer thoughts:
    I don't think I'll ever not be angry that the scions had YEARS of their lives stolen while some prat practiced his life destroying teleport magic.

    But holy shit the nightmare fuel starts pretty damn early...I went with alisaie first up and man, they don't spare you a detail of that transformation.
    Technically their real bodies are back home, though, and aging at a normal rate? So really they are getting years of life added when they get back. Maybe?

    It does raise the question of what happens when they get back, though. Are there suddenly a half-dozen dead bodies on the First?

    Basically it’s a question of whether it works more like Soma (your consciousness is copied) or more like Expelled from Paradise (I’m checking out of my body now, please dispose of it). Which may be the most obscure pair of references I’ve ever made anywhere.

    That aside, yes that was some grade A creepy as heck in the Alisaie storyline.

    EnclaveofGnomesStabbity Style
  • DonnictonDonnicton Registered User regular
    Just throwing darts at the board about this a bit given the whole Ran'Jit discussions, I think if there were one major change I would have made..

    post-MSQ ShB
    Ran'Jit would have not even been a thing in the game. Just... gone. Even the tenuous reasoning of his connection to the Minfilia reincarnations was unexplored and shallow to the point where it too can be gone with no impact to the story.

    Instead, how about just give those Jongleur girls his role. They were plenty creepy but wholly underutilized. Make them more assassin-y agents of Vauthry's will like it was very implied they were, and put them in most of the places Ran'Jit used to be featured in. Make them like, regularly annoying but not plot armored, so the player hates to see them but not because it's in an "oh boy, here comes another scripted loss again" way. Give them some additional measure of command over sin eaters and/or sin eater powers and there you go. Don't even bother trying to give them a backstory, just keep them to what they were in the duty - True Believers who really don't like their Good Life threatened.

    Hell, maybe even make that whole business in the greatwood with Ran'Jit and Nameless Commander be about those two. During the encounter over the pit, one of them gets knocked down the pit to her death, the other one freaks the fuck out and swears revenge, and fully throws herself into a Sin Eater transformation come the battle for Eulmore and that's who you fight in Ran'Jit's place.


    (and then you bring the other one back as a hard mode duty boss in a later content patch revisiting the area, having transformed into a mindless Sin Eater jester-monster while near-death. Boom ez content)

    baudattitudeKamarph blakeSkeith
  • PolaritiePolaritie Sleepy Registered User regular
    Early Shadowbringer thoughts:
    I don't think I'll ever not be angry that the scions had YEARS of their lives stolen while some prat practiced his life destroying teleport magic.

    But holy shit the nightmare fuel starts pretty damn early...I went with alisaie first up and man, they don't spare you a detail of that transformation.
    Technically their real bodies are back home, though, and aging at a normal rate? So really they are getting years of life added when they get back. Maybe?

    It does raise the question of what happens when they get back, though. Are there suddenly a half-dozen dead bodies on the First?

    Basically it’s a question of whether it works more like Soma (your consciousness is copied) or more like Expelled from Paradise (I’m checking out of my body now, please dispose of it). Which may be the most obscure pair of references I’ve ever made anywhere.

    That aside, yes that was some grade A creepy as heck in the Alisaie storyline.
    From what we've seen before, it's not unreasonable to think they can get dropped back into their original bodies. The soul is a discrete and measurable entity in XIV.

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  • KamarKamar Registered User regular
    Donnicton wrote: »
    Just throwing darts at the board about this a bit given the whole Ran'Jit discussions, I think if there were one major change I would have made..

    post-MSQ ShB
    Ran'Jit would have not even been a thing in the game. Just... gone. Even the tenuous reasoning of his connection to the Minfilia reincarnations was unexplored and shallow to the point where it too can be gone with no impact to the story.

    Instead, how about just give those Jongleur girls his role. They were plenty creepy but wholly underutilized. Make them more assassin-y agents of Vauthry's will like it was very implied they were, and put them in most of the places Ran'Jit used to be featured in. Make them like, regularly annoying but not plot armored, so the player hates to see them but not because it's in an "oh boy, here comes another scripted loss again" way. Give them some additional measure of command over sin eaters and/or sin eater powers and there you go. Don't even bother trying to give them a backstory, just keep them to what they were in the duty - True Believers who really don't like their Good Life threatened.

    Hell, maybe even make that whole business in the greatwood with Ran'Jit and Nameless Commander be about those two. During the encounter over the pit, one of them gets knocked down the pit to her death, the other one freaks the fuck out and swears revenge, and fully throws herself into a Sin Eater transformation come the battle for Eulmore and that's who you fight in Ran'Jit's place.


    (and then you bring the other one back as a hard mode duty boss in a later content patch revisiting the area, having transformed into a mindless Sin Eater jester-monster while near-death. Boom ez content)
    Ran'jit has to be the worst part of the story, right? Except for maybe the weird pacing around getting our golem train running, but as far as a single distinct point of failure he's it.

    They don't explain why he can take the Scions+WoL no problem.

    This guy is stronger than Zenos 1v1!

    How strong Zenos was got an entire arc dedicated to it!

    The best I can headcanon is that the WoL lost a lot of juice jumping across the void and had to use sineater Light to get back up to par.

    And I'd probably be fine if the answer's were just "he's a freak and extremely experienced" if he had anything going on. But all he does is act as an impediment, until he suddenly isn't anymore.

  • StericaSterica Yes Registered User, Moderator mod
    Donnicton wrote: »
    It's not just Divination, though that is bad. The cards as a whole need to be revised too, not just because of the obvious but because on higher end ShB content it's already apparent(especially if the other healer isn't that great) that the game is not going to give you the time to stop healing the party in long enough windows for you to be able to make sure you have the right sigil, the buff is going on the correct ranged/melee for its type, and certainly not for the amount of juggling in such a short window that Sleeve Draw demands you do to not waste charges.
    All card skills should just be off the GCD. That's not really a huge deal, although don't confuse me for thinking the new cards are good. Just tolerable.

    YL9WnCY.png
  • DonnictonDonnicton Registered User regular
    Sterica wrote: »
    Donnicton wrote: »
    It's not just Divination, though that is bad. The cards as a whole need to be revised too, not just because of the obvious but because on higher end ShB content it's already apparent(especially if the other healer isn't that great) that the game is not going to give you the time to stop healing the party in long enough windows for you to be able to make sure you have the right sigil, the buff is going on the correct ranged/melee for its type, and certainly not for the amount of juggling in such a short window that Sleeve Draw demands you do to not waste charges.
    All card skills should just be off the GCD. That's not really a huge deal, although don't confuse me for thinking the new cards are good. Just tolerable.

    You mean castable while casting other spells? Because they're already off the GCD.

  • McMoogleMcMoogle Registered User regular
    Numi wrote: »
    While following the MSQ you do end up in the general vicinity of most of the aether currents and can grab them on the way but the in-game way of finding them is pretty bad in split zones. All in all the whole system is pretty useless and could easily be replaced by just having flying unlocked through the missions. The thing they really should get rid is the first level of mount speed and just having all zones use the MSQ-unlockable version from the start. Nothing worse than having to rp-walk around zones because the unlock will only happen on your second visit which is hours upon hours away, yes I'm talking about you Gyr Abania.

    Possibly but it makes you appreciate flying all the more when you get it. I don't think having them only gated by the missions would change anything, but that may be because i enjoy hunting for them as im moving along. Sense of exploration and what not.

    I think they've refined the system to a good spot now especially compared to what it was during HW before they moved them all and basically just put them on the paths between cities. It was way more out of the way and puzzle-y.

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    destroyah87Caedwyr
  • I needed anime to post.I needed anime to post. boom Registered User regular
    Divination's problem, amusingly, is that the cards themselves are too powerful. It's pretty clear that they broadly want AST to be buffing the party's overall damage by X% over the course of a fight, and they put a lot of that on the cards so that you didn't feel like you weren't doing anything without Divination. But of course in doing that they made Divination itself less strong. And that's not inherently a problem, but the process of getting all the Divination cards is so fiddly that it doesn't feel like the reward is there.

    So broadly speaking the first step I'd like is to make it less fiddly. The first thing I'd actually do is remove Draw as an action. Now that Play is its own button Draw should just happen automatically every X seconds

    liEt3nH.png
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    Okay so I'm just now entering Heavensward I think and boy the first time the game tells you "hey there's gonna be some cutscenes so settle in" they were not joking
    I knew some bad shit was coming because the game had been foreshadowing it forever (I never liked that Ilbred guy, you don't introduce someone helpful and nice right as you're introducing the concept of a traitor/espionage and not have him be the Real Bad Guy) so the feast of course had to be some red wedding shit. Of course the Crystal Braves were a bunch of mercs, of course the Brass Blades were still corrupt, and of course Teledji would overplay his hand and talk mad shit to Raubahn thinking he was untouchable

    I was so happy to see that little prick get sliced and diced

    So now the sultana is dead, Lolorito is still around with the rest of the Syndicate to capitalize on the power vacuum, no one can be trusted in Ul'dah, and Raubahn lost an arm to his ex-best friend who's a real jerkass

    Yo this game gets good

    I knew I liked Ul'dah for a reason, it's where all the most interesting stuff happens

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  • KiTAKiTA Registered User regular
    edited July 2019
    PAABqBh.png

    It is 2019 and Square Enix still has not:

    1. Implemented a bot reporting command
    2. Implemented basic checks to catch bots teleporting
    3. Implemented basic checks to catch bots walking out of bounds (under the map / in orbit / behind impassible walls)
    4. Implemented any form of anti-bot catch like randomizing the dialog box replies, randomizing early game quest objectives, adding a capcha, et cetera.

    There are just the ~50 or so that hit level 16. There were HUNDREDS more that were level 47 and entering the Inn.

    (Since taking that screenshot another 10 have hit 16, and about 3 dozen have entered the Inn.)

    KiTA on
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  • TheySlashThemTheySlashThem Registered User regular
    you're not quite in hw yet, but you're close

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  • ZundeZunde Registered User regular
    Doing the stormblood allied raid quest chain.
    One - Fuck red chocobos. Two - Ramza is a little prick.

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  • RenzoRenzo Registered User regular
    KiTA wrote: »
    PAABqBh.png

    It is 2019 and Square Enix still has not:

    1. Implemented a bot reporting command
    2. Implemented basic checks to catch bots teleporting
    3. Implemented basic checks to catch bots walking out of bounds (under the map / in orbit / behind impassible walls)
    4. Implemented any form of anti-bot catch like randomizing the dialog box replies, randomizing early game quest objectives, adding a capcha, et cetera.

    There are just the ~50 or so that hit level 16. There were HUNDREDS more that were level 47 and entering the Inn.

    (Since taking that screenshot another 10 have hit 16, and about 3 dozen have entered the Inn.)

    Are we sure that's not a big group of RPers playing Roegadyn characters?

    KreutzCrippl3
  • AkilaeAkilae Registered User regular
    edited July 2019
    Olivaw wrote: »
    Okay so I'm just now entering Heavensward I think and boy the first time the game tells you "hey there's gonna be some cutscenes so settle in" they were not joking
    I knew some bad shit was coming because the game had been foreshadowing it forever (I never liked that Ilbred guy, you don't introduce someone helpful and nice right as you're introducing the concept of a traitor/espionage and not have him be the Real Bad Guy) so the feast of course had to be some red wedding shit. Of course the Crystal Braves were a bunch of mercs, of course the Brass Blades were still corrupt, and of course Teledji would overplay his hand and talk mad shit to Raubahn thinking he was untouchable

    I was so happy to see that little prick get sliced and diced

    So now the sultana is dead, Lolorito is still around with the rest of the Syndicate to capitalize on the power vacuum, no one can be trusted in Ul'dah, and Raubahn lost an arm to his ex-best friend who's a real jerkass

    Yo this game gets good

    I knew I liked Ul'dah for a reason, it's where all the most interesting stuff happens

    That's not Heavensward, you're still in the post-ARR/pre-Heavensward content. I'm in Heavensward proper right now, and everything you're saying feels like a lifetime ago.

    Oh, be sure to teleport back into Ul'dah and run around talking to people. Some reactions are quite priceless.

    Akilae on
    destroyah87Nightslyr
  • lionheart_mlionheart_m Registered User regular
    hoooooooooooooooooooleeee....just returned to Eulmore:
    I mean I knew it was something fucked but I did NOT expect it to be that fucked up. People turning to Sin Eaters to be fed again to the same people? That was really messed up. I had to stop for the night but man this expansion is pretty good! And Mt. Gulg! I can already hear the music in my head going in.

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  • LucascraftLucascraft Registered User regular
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

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  • PolaritiePolaritie Sleepy Registered User regular
    Lucascraft wrote: »
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

    Oh no, there's a more explicit "we're not getting Geomancers" in another job quest line.

    Though Geomancy as a discipline does exist in-universe.

    Also, the main reason WHM are all druidy is because the time they weren't they helped cause the 6th umbral calamity.

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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Someone please save me: (Post-Stormblood campaign spoilers)
    How fucking long do they plan on going with this ridiculous, offensive, lazy Yotsuyu storyline?

    I actually liked this expansion from what I experienced of it up until this point, but it just keeps going and I want off.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
    BahamutZERONumiEnclaveofGnomes
  • PolaritiePolaritie Sleepy Registered User regular
    Aegis wrote: »
    Someone please save me: (Post-Stormblood campaign spoilers)
    How fucking long do they plan on going with this ridiculous, offensive, lazy Yotsuyu storyline?

    I actually liked this expansion from what I experienced of it up until this point, but it just keeps going and I want off.
    Yes, we know. It finally ends in 4.3 and things get interesting again. It was a poor choice of story and basically nobody defends it.

    If they wanted to do that, they needed to end 4.0 differently. Instead it cheapens the end of the Doma Castle segment.

    Thankfully the raids are better storylines (even if the 8-mans feel a bit padded out, the ending is really good)

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
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    destroyah87NightslyrEnclaveofGnomesNoxyCaedwyr
  • McMoogleMcMoogle Registered User regular
    Aegis wrote: »
    Someone please save me: (Post-Stormblood campaign spoilers)
    How fucking long do they plan on going with this ridiculous, offensive, lazy Yotsuyu storyline?

    I actually liked this expansion from what I experienced of it up until this point, but it just keeps going and I want off.
    Goes from 4.2 till the end of 4.3. It's my biggest gripe of the expac, my condolences for your suffering. But take heart that directly after it you get to some seriously good shit in 4.4 and 4.5
    Lucascraft wrote: »
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

    Y'shtola has a whole thing about disagreeing with Limsa Lominsa's manifest destiny and how it screws up the elemental/natural harmony of the land and the beast tribes, specifically the kolbolds. But i agree i wasn't super thrilled with the WHM class story, having not played the SCH class it feels like it would fall more in-line with them.

    steam_sig.png
  • PolaritiePolaritie Sleepy Registered User regular
    McMoogle wrote: »
    Aegis wrote: »
    Someone please save me: (Post-Stormblood campaign spoilers)
    How fucking long do they plan on going with this ridiculous, offensive, lazy Yotsuyu storyline?

    I actually liked this expansion from what I experienced of it up until this point, but it just keeps going and I want off.
    Goes from 4.2 till the end of 4.3. It's my biggest gripe of the expac, my condolences for your suffering. But take heart that directly after it you get to some seriously good shit in 4.4 and 4.5
    Lucascraft wrote: »
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

    Y'shtola has a whole thing about disagreeing with Limsa Lominsa's manifest destiny and how it screws up the elemental/natural harmony of the land and the beast tribes, specifically the kolbolds. But i agree i wasn't super thrilled with the WHM class story, having not played the SCH class it feels like it would fall more in-line with them.

    SCH's quest line is fine and good and I wont have you taking it away from me.

    SCH is more of a doctor class - healing through study of the body and ailments. RIP leeches (their version of Esuna). Their theme is as battlefield medics basically, with a mix of field commander.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
    destroyah87NightslyrMcMoogleSkeithEnclaveofGnomesMan in the MistsXerink
  • TheySlashThemTheySlashThem Registered User regular
    Polaritie wrote: »
    Aegis wrote: »
    Someone please save me: (Post-Stormblood campaign spoilers)
    How fucking long do they plan on going with this ridiculous, offensive, lazy Yotsuyu storyline?

    I actually liked this expansion from what I experienced of it up until this point, but it just keeps going and I want off.
    Yes, we know. It finally ends in 4.3 and things get interesting again. It was a poor choice of story and basically nobody defends it.

    If they wanted to do that, they needed to end 4.0 differently. Instead it cheapens the end of the Doma Castle segment.

    Thankfully the raids are better storylines (even if the 8-mans feel a bit padded out, the ending is really good)
    the one upside to this whole thing is that the boss fight this storyline ends in fucking ruuuuules

    destroyah87McMoogleDelzhandPolaritieph blakeStabbity StyleSkeithEnclaveofGnomesAegisCaedwyrMan in the MistsXerink
  • KiTAKiTA Registered User regular
    Polaritie wrote: »
    Lucascraft wrote: »
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

    Oh no, there's a more explicit "we're not getting Geomancers" in another job quest line.

    Though Geomancy as a discipline does exist in-universe.

    Also, the main reason WHM are all druidy is because the time they weren't they helped cause the 6th umbral calamity.

    We absolutely could still get geomancers.
    You meet one during the StB AST quests. He's got a similar but different skill set to the ASTs.

    If I was going to peg a new healer later in 5.x or 6.x, that would be the one I'd expect.

    Neurotika
  • PolaritiePolaritie Sleepy Registered User regular
    KiTA wrote: »
    Polaritie wrote: »
    Lucascraft wrote: »
    I went on a bit of a leveling binge on WHM and then had to go back and catch up on the class story. (Starting with level 60 SB quest). Man is the WHM story terrible.

    I don't understand their characterization of Conjurers and White Mages as basically shaman and/or druids. It doesn't fit. Especially since our MSQ story WHM thus far has been Y'shtola, and she has absolutely nothing at all to do with trees or the elements or any of that crap that they have me wasting my time with. Needless to say, I really dislike the entire WHM quest chain so far, from 1-60 that I have done.

    It seems like a gross mis-characterization of the class, and it's also just extremely dull and uninteresting.

    Plus, it pretty much eliminates the possibility of ever having a Geomancer class, since this quest chain is exactly what a Geomancer would be doing (only super boring).

    Oh no, there's a more explicit "we're not getting Geomancers" in another job quest line.

    Though Geomancy as a discipline does exist in-universe.

    Also, the main reason WHM are all druidy is because the time they weren't they helped cause the 6th umbral calamity.

    We absolutely could still get geomancers.
    You meet one during the StB AST quests. He's got a similar but different skill set to the ASTs.

    If I was going to peg a new healer later in 5.x or 6.x, that would be the one I'd expect.
    The usual evidence against is those quests - the disciplines are basically different flavors of the same thing.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • LucascraftLucascraft Registered User regular
    I'd love to see a Chemist class as the next healer, where their kit is basically chucking health potions and any other potions to people.

    For anyone who has played Heroes of the Storm, you know LiLi's healer kit, where her primary Q heal spell is throwing a bottle of water or brew or tea or whatever it is to people. That's what I envision a chemist doing. Tossing out potions to people. They could come up with some sort of Mixology mini-game for their rotation. Make the baseline ability a heal, so that no matter what, they are always completing their primary role. Then they could hit different buttons off the GCD to mix other properties into the heal potion, such as shielding, or +damage, or +haste, or whatever. But give them the choice to mix how they want.

    That's honestly part of the problem with AST, there's too much chance involved. Or at least there was. Now it's just drawing 6 versions of the same thing, which is super dull. Obviously when you have a class themed around cards, luck of the draw is a big part of the fantasy of that type of archetype. It just doesn't work well from a game mechanics standpoint. Not when you need to be able to draw specific cards at specific times.

    So anyway, Chemist as a healer would be a lot of fun (potentially) if they gave them some sort of oGCD mini-game to put together a strong mix to throw out.

    BobbleMan in the Mists
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