Tag Archives: Final Fantasy 14

On Jumping Good

The developers of Final Fantasy 14 have been very slow to make balance changes. The last patch to make major balance changes before last week was in December of last year, with major Warrior buffs, Summoner nerfs, and quality of life improvements for just about everyone. With Ninjas coming in with patch 2.4, it became clear that there were some balance issues between them and the existing melee DPS Jobs. As I’ve mentioned earlier, Dragoons had a few issues with positional requirements and magic defense that Ninjas and Monks did not share. I expected the patch to address these, and maybe nerf Ninjas a bit. (Ninjas were balanced on the assumption that Ninjutsu is hard, and it sort of isn’t. More on that later.)

What actually happened was beyond the wildest dreams of every Dragoon player I know. Buffs were received in multiple places, addressing both survivability and damage. The required math to figure out where they ended up in relation to the other classes is beyond me, but I have my suspicions.

Potency ↑

A few abilities got flat damage increases. Full Thrust went up by 30 potency (and so Life Surge -> Full Thrust became better burst). Both dots (Phlebotomize and Chaos Thrust) went up by 5 potency per tick (for a total of 30 and 50). The direct damage portion of Chaos Thrust also went up by 50 when used from behind; I’m pretty sure at 600 total that’s the highest displayed potency on any single target ability across all classes.

Impulse Drive didn’t get a potency increase, but now has full potency from all sides of the enemy (which incidentally means that it’s the only offensive ability you should use other than heavy thrust before Level 26). To go along with this, the positional requirements on all combo steps have been essentially eliminated (Heavy Thrust and Chaos Thrust still do more damage from the side/rear), and combos can no longer be “missed” by positioning incorrectly.

Cooldown ↓

The Dragoon’s signature Jump ability had its cooldown reduced from 40 seconds to 30 seconds. In addition to the straight damage increase this represents, it also allows it to line up nicely with Power Surge. Life Surge’s cooldown also decreased.

As a related note, I personally think that the way Ninjutsu’s 20 second cooldown aligns nicely with the ninja’s ability set is why that class was not as hard to play as anticipated. A 1-minute long rotation of Huton, Suiton, and Raiton overlays over the “standard” rogue rotation in a mostly predictable way.

Survivability ↑

The most important change in this patch for Dragoon survivability is that the magic defense on their armor increased to be equal to the amount on comparable Ninja/Monk armor. This change alone means a lot for survivability in boss fights, and it allowed us to use Dragoons as fireball soaks in T5 this past week. In addition, the cooldown that melee like to use at the worst times, Blood for Blood, had the damage taken component reduced for Dragoons only. (Monks and Ninjas can continue to kill themselves with it.) Combined, these might mean that Dragoons survive the boss AOE they’ll inevitably get hit with.

The End of loldrg?

Dragoon is still the melee that is perceived as being the easiest to play, and playing either of the other two optimally requires running it up to 34 anyway (for the aforementioned Blood for Blood). Because of this, there are a lot of potential dragoons, and some of them are still… unfortunate. The past two weeks have taught me that while good dragoon players are amazing, bad dragoon players are still bad, and no amount of patching is likely to fix that.

Maybe next game, guys.

On Speculation

First things first, this post is inspired by Bel’s post this morning, and conversations we’ve previously had. I might be the friend he mentions who would drop everything for Blue Mage. With the announcement that Dark Knight is going to look more like the version from FFX-2 than the version from FF11, the doors are open for wild speculation on the other jobs. I have a few ideas of my own, but we’ll start with one already covered.

Berserker

In my opinion, this is a natural fit for a DPS job to go with the already-existing Marauder class. Marauders have almost everything needed to be a functional DPS class already. They have a long-duration DoT (although the potency is laughable), a slashing resistance debuff and a large DPS cooldown (which is even called “Berserk”) the only thing it lacks that the other melee DPS in the game have (including Ninja) is some form of gap closer, and all of these so far are Job abilities anyway. They’d likely have to give up the defenses of heavy armor in trade for proper DPS stats.

One of the reasons I think this would fit well is because the Warrior quests are all about not letting your rage overwhelm you, and gaining control over it. Berserker quests could provide an interesting counterpoint, displaying the power of what happens if you just let it all out. There are no actual hints of anything like this, so it’s just based on my wild speculation, but I’d like to see it.

Gambler/Trickster

There is already at least one NPC who is a master of illusion and strikes with cards. I don’t think a class focusing on such would be unreasonable, although this game doesn’t really need more DPS classes right now. With the Gold Saucer on the way, I think it would be nice to have a class using the traditional dice/cards/slots to do damage to enemies. It’s probably better for everyone involved if the number of negative effects associated with such a class were kept to a minimum, but purely positive things could still work (like Wakka’s attack reels, or Setzer’s dice).

To go along with this is the card-using trickster class from FF Tactics A2. This one lacked the random abilities, and had status abilities instead. They also had an abilities that did increased damage based on the number of statuses, similar to the ability Fester that summoners currently have. Since most of what this job did went to arcanists, it might not get reused.

Red Mage/Mystic Knight

One of the skills that I noticed early on that enemies use, but players can’t use in any way, it the en-[element] spells (like Enaero or Enthunder). These usually go to some sort of mystic knight class,but in FF11 they mostly went to the Red Mage along with a large assortment of other buffs and debuffs. Interestingly, I think this class would best fit into FF14 as a tank. Powerful defensive buffs could make up for potentially lighter armor, and weapon enchants could be switched around depending on situation, possibly for AOE, or increased survival, or other purposes.

Gun Mage

“But Ashgar, Gun Mage isn’t even a Final Fantasy class!” First, that’s incorrect. Second, as that game’s version of the Blue Mage, this would make me happy forever. As far as gun classes go, this one seems quite unlikely. Yoshi-P said that the gun class would be something that people didn’t expect (which immediately made people expect that it would be a healer), but I’m holding out hope for this.

I can dream, right?

On Current Events #4

Time for another one of these, let’s get started.

Extra Life

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First things first: Extra Life is this weekend, and I’m participating as a member of the Alliance of Awesome team. You can find my page here, and my stream will be active from 2-4 EDT. I’ll be around in chat while the other members are going, so you will probably hear a bit of random commentary from me throughout the day. All proceeds go to the various hospitals involved, so feel free to donate!

Heavensward

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This weekend, I get to find out exactly how excited I should get for the FF14 expansion in the spring. (Possible values range from “Super” to “Rae”.) Last weekend the expansion was initially announced at FanFest in Vegas, although the name came out earlier when it was trademarked. This weekend will be Fanfest in London, and I believe they said more information on upcoming classes will be coming out at that time. There are some favorites I’d really like to see make it to FF14 (Blue Mage, Mystic Knight), but this would also be a good time to introduce some new things to the series (or at least rarely-explored things). Dark Knight and Samurai have already been “leaked”, but I can’t help but wonder what else is coming. Geomancer? Berserker? Cannoneer? Calculator?

Idiocy

I feel like it shouldn’t be required to say this, but people continue to prove me wrong. Don’t harass people, and definitely don’t make death threats. One former Steam Developer is finding this out the hard way, when he posted the following on Twitter and subsequently found his game de-listed from Steam.
Don't Do This
Valve’s statement was quite simple: “Yes, we have removed the game’s sales page and ceased relations with the developer after he threatened to kill one of our employees.” (via Polygon). I’m glad to see that when possible, actions are being taken to ensure that this sort of thing is Not OK. If we can’t get people to think before hitting post, maybe we can at least get them to stop threatening the lives of others.

On Role Balance, Continued

I said that the DPS classes in Final Fantasy 14 could use a post to themselves, so here goes. The DPS classes are divided mostly into melee, casters, and Bard, which is a special case for a number of reasons. Interestingly, this role is often referred to as DD (damage dealer) as a holdover from Final Fantasy 11.

Melee

The options for melee in FF14 are Dragoon and Monk, and I’ll just get this out of the way now. Dragoons have a terrible reputation for dying a lot. (Even the developers made fun of this.) Both classes require moving for positional attacks directed at either the flank or the rear of their target, and the target circles are fairly helpful in helping you figure out where each of these starts. Monks generally have to move more for optimal DPS, but are penalized less for not moving. Dragoons lose entire combos without access to the flank or rear of enemies. Monks have a fair bit of ramp-up time (which can be mitigated somewhat with their level 50 ability, Perfect Balance) that dragoons do not. Dragoons tend to do larger single hits, monks don’t have anything with a potency higher than 190. In return, monks hit very quickly, getting up to 15% increased attack speed and 27% increased damage once they’ve been fighting for long enough. Dragoons have more off-GCD abilities, with a lot of cooldowns and their signature Jump ability.

Dragoons tend to have high physical defense (only tanks have better) and low magic defense (literally the worst in the game), leading to them taking extra damage if/when they get hit by boss AOE, which is almost always magic. Jump does apparently provide some untargetable time now (I don’t have lancer leveled and can’t test this), but it locks you in place for the duration of its animation, and can lead to eating boss attacks if used at unfortunate times. Monks have a different problem, in that if their rotation is interrupted for long enough, they lose their buffs and have to start from scratch. Perfect Balance every 3 minutes is not enough to mitigate this every time.

Either way, having a melee in the group gives everyone a strength bonus (meaning more threat for the tanks) and more importantly, access to a single-target limit break. Braver, Bladedance, or Final Heaven (depending on limit level) are incredibly useful in group content. This is kind of a balancing lever in itself, because as long as melee are the only ones with these attacks, melee will never be obsolete.

Casters

The choices here are Black Mage and Summoner. Summoner is a dot-based pet class, black mage is more direct damage with a fairly unique MP management mechanic. Both classes have a bit of defensive utility, with Eye for an Eye from summoners (which is cross-classable) and Apocatastasis from black mages (which is not). Summoners are the only non-healing class that can raise during battle. Summoners excel in AOE situations since they can apply a large portion of their single-target damage to as many as 4 things at once. Black mages excel when burst is called for, because Flare is one of the hardest hitting abilities in the entire game (and with some tricks it can be cast three times in a row).

Both of these classes are limited in the amount of DPS they can do while moving. Virtually all black mage spells used for DPS require you to stand still while casting. Summoners are a bit better off since their dots and pet can be going even if the caster has to move, but they still can’t re-apply most of their dots while moving. As far as the DPS produced by each class I don’t know which is actually better. Summoner DPS is incredibly difficult to parse, as it involves 3 dots, a week filler spell, a ground-targeted damage field, various pet abilities, and one very large hit. It’s hard to get a feel for if the damage you’re doing is good, and I think that drives a lot of players away from the class.

These classes also have a damaging limit break. The caster limit break is Skyshard/Starstorm/Meteor and it does significantly less damage than the melee one, but it’s a ground-targeted AOE. Most fights that don’t call for the melee limit break use this instead.

The Oddball

Bards are unique. They are currently the only dex-based class, and have unique benefits and drawbacks. Bards have various “song” options that drain the bard’s own MP for a group buff, either TP regen, MP regen, or lowered enemy resistances; these effects are entirely unique to that class. In addition, they’re a full DPS class in their own right and can do their full damage while moving. They’re also the best source of the silence effect.

The drawback for this is that they don’t have a damage dealing limit break, instead sharing their pool of limit breaks with the healing classes. It takes a bit of awareness to play this job well, since leaving one of the songs (other than Foe Requiem) running longer than you need to means you’re doing less damage than you should be.

This post kind of got away from me. I find it incredibly nice that systems in FF14 promote class diversity, and make all of the classes useful in some way. It creates sort of the reverse problem, where too many of any one thing is bad. The generally small group size (8 for “serious” content) also mitigates class stacking, but makes fitting all of the puzzle pieces in much harder. It’s a nice breath of fresh air from things I’m used to seeing where if you could, everyone in a raid would be one of two classes.

On Role Balance

Class design is always an interesting topic for me, and Bel’s post about Final Fantasy 14 classes yesterday sparked a bit of discussion. Final Fantasy 14 has 8 classes which promote into 9 jobs, all focused on either tanking, healing, or DPS. Ideally, every class option would be equal for every role, but this is impossible without giving every class the exact same abilities. Let’s take a look at some of these.

Tanking

The one I’m most familiar with by far, the two tank jobs in FFXIV are Warrior and Paladin. Both classes wear the heaviest armor and have a number of skills that grant bonus threat.Eventually (Level 30 for warriors, Level 40 for Paladins) they get a stance that increases their survivability, decreases their damage done, and increases threat generation. The differing way in which this is accomplished has led to some perceived imbalance in the classes, and at launch (a year ago) this was actually true. Warriors had more health, but not enough damage reduction (leading to the “healing sponge” complaint that Druids faced in WoW). In addition, they had nothing that matched up to the invincibility that Paladins have as their level 50 class ability. This has been tweaked, and Warriors are just as good now, but the perception still remains that Paladins are good for MT and Warriors for OT. (Interestingly, if you’re optimizing for damage, the ideal situation is the other way around.)

In the mid levels, there’s some actual imbalance. Paladins don’t get their tank stance until level 40, whereas everyone else gets a massive stat boost (and usually some important ability) on hitting 30, making the levels from 30-40 extremely rough in terms of holding aggro. (Survival is less of an issue, as Paladins have better cooldowns than warriors at this stage.) Nowhere is this more clear than in Brayflox’s Longstop, a level 32 dungeon; this is the first instance most people do with their newly acquired jobs as it’s required for the story. Healing this dungeon is generally harder with a Paladin tank than a Warrior tank, but not insurmountably so.

Healing

The two healing classes are Scholar and White Mage, and unlike the tanks these have been pretty balanced since the game relaunched. The White Mage is more traditional, with a toolbox consisting pretty much entirely of direct heals, with a long-cast-time shield spell (used before combat more than anything else) and a decent heal-over-time. The Scholar has a pet fairy that helps heal, and an assortment of shielding and damage reducing spells (They can also cross-class the White Mage’s shield spell). Because so much of their healing is preventative, I feel like people notice less when they’re doing a good job.

Not helping is that the class that Scholars promote from (Arcanist) is not a healer, so if you take that path you can’t queue as a healer until you get your job crystal. As such, Scholars sometimes reach Brayflox and have no experience healing in a group, which is compounded by the issue I outlined earlier with tank variation. It’s further compounded by the last boss making use of stacking poison, and Scholars not having a dispel until level 40.

The Longest of Stops

The instance I’ve mentioned twice in this post, Brayflox’s Longstop, is run by a lot of players more than once because of all of the nice things that drop out of there. There’s a set for physical DPS, a set for mages of all kinds, and a set for tanks, all with unique graphics, along with a full set of class-specific rings which are fairly nice. Since dungeons are also used to level now, it’s a fair bet that most players will also hit it many times during the 30s as they work their way up to Stone Vigil(the next required dungeon in the story) even if they don’t need any gear from there. While the game is fairly balanced at max level in regards to the above roles, it’s anything but balanced here. I have to wonder if the impressions left from doing this instance color impressions at the cap more than they probably should. I’ve seen both White Mages and Scholars carry groups on their back in the 8-man content. I’ve seen both Warriors and Paladins pull off incredible feats of survival (and I’ve personally done it a lot more as a Warrior than a Paladin). It’s a bit unfortunate to see one of these classes get the shaft in most rundowns.

There’s an additional issue of DPS balance, but that’s an issue that deserves its own full post.

On ギルガメッシュ

As a break from slightly more serious subjects, let’s talk about Gilgamesh, the best character in Final Fantasy. Our Free Company organized a group to fight him in FF14 over the weekend, and certain things about it seemed really familiar.

Battle on the Big Bridge

Gilgamesh debuted in FF5, where he serves as a minion of Exdeath and general comic relief. (This is important, because a lot of people die during the section of the game that he’s primarily in.) He’s fought four times in actual battles before Exdeath gets tired of his failures and tosses him into the Rift. The second of these introduces Gilgamesh’s now-famous theme, and takes place in a location known only as the “Big Bridge”. Gilgamesh isn’t the only thing you fight here, but he ambushes you as you attempt to go through a door in a watchtower.

As far as FF bosses go, he’s pretty easy. He’s vulnerable to Old, an absolutely crippling status in FF5, and due to the timing you’re quite likely to be using a weapon that can inflict old on hit (it’s the best sword available at that point in the game). For fiesta parties he’s frequently a bit harder, because the -a level spells are starting to wane in effectiveness and it’s right before you reach a town with weapon upgrades.

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Speaking of which, you have 11 days to finish the Fiesta. Get to it!

Thrown Into The Rift!

Usually, Gilgamesh is thrown into the rift where he sacrifices himself to defeat the boss guarding the last save point in FF5. However, him getting thrown into the rift is technically optional (Don’t open the chest that contained the Excalipur in Exdeath’s castle) and him sacrificing himself to defeat Necrophobe is also optional (either don’t fight Necrophobe or deal over 9999 damage in a turn to finish him off), so his fate is a little ambiguous. Later games have taken this to mean that he’s a dimension hopping wanderer, making appearances in FF1 (GBA, and versions based on it), FF6 (same as FF1), FF8, FF9, FF12, FF13-2, and FF14. Unlike the other cross-series characters, Gilgamesh acts nearly the same in almost all of these.

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Welcome to Eorzea

This brings us to FF14, and a trial so very imaginatively referred to as the “Battle on the Big Bridge”. It’s a bit of a spoiler to explain why you’ve come to this place, but it’s where you face Gilgamesh once again. He even appears right after you open a door, just like in FF5. When fighting him, he takes several of his lines directly from his FF5 lines. His fighting style hasn’t changed much either, with plenty of blue magic and jumps to go around. This is another example of what FF14 is really good at. Along with Crystal Tower, it’s a love letter to several of the previous games in the series. If they continue making content like this (this fight was added in patch 2.2) then I could see myself playing this game for a long time. Maybe Bel’s right, and this can be a new “home” for a while.

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For more posts about… everything, check out the Blaugust Initiative. For some D&D math, check out Kodra’s post about DPR for Strength based classes. (Before anyone comments, we both know there’s more to the game than Damage Per Round.)

On Getting Carried

…be sure to make yourself as light as possible.

That’s advice I heard about League of Legends, but it clearly has wider implications. As you may have heard from Belghast, we finished our respective relic quests yesterday, earning himself a Bravura and myself a Curtana (with accompanying Holy Shield). I was dreading having to tank Garuda, which was a somewhat difficult encounter in 4-man form. On the advice of Kodra, I queued up for it anyway, and it wasn’t nearly as bad as anticipated. The other tank was massively more geared than I was, so my entire function was to be a cheerleader. It took one try, and I’m pretty sure the group would have succeeded if I’d somehow dropped dead on the pull, rather than contributing my meager tank DPS.

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Titan was a different sort of carry. Through sheer dumb luck, the other tank was also someone looking to complete his relic quest. As a result, I was the MT for that fight. I had severe aggro issues simply due to gear differences, but I did all I could to keep up. The first attempt we failed to kill the heart (several DPS had been knocked off, and I died during that phase). Second attempt looked like it was going better, but we wiped late in the fight when both healers got Venn diagrammed. On the third attempt, we lost the Scholar very early, and I saw the other healer’s ridiculous ability to carry a group given enough gear and skill. I came out of it suitably awed and with a fancy new sword+shield.

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I guess I was light enough. I’m probably going to do it again soon for my own Bravura, as I got the raw crafted weapon ready before we left the game, so I just have to do all of the bosses again. Hopefully I’ll get to do my own carrying once I get enough gear.

For more posts about… everything, check out the Blaugust Initiative. For a look at how the Lego games manage to retell complex stories without words, check out Hello Cynical Badger’s post from yesterday.

On Stupid CNJ Tricks

I joked yesterday that Eorzea Roulette was like Russian Roulette, but instead of bullets you had Stone Vigil. (Stone Vigil isn’t actually that bad, I find Toto-Rak far more annoying to get randomed into.) As luck would have it when I went for my daily random on my Warrior, I got Stone Vigil. Stone vigil has some very annoying patrols, and some enemies that spawn directly on top of the group. Without prior knowledge of this (or if you’ve forgotten exactly where they are, like I did), it’s likely that some pulls are going to get very rough. Fortunately, the White Mage in the group was very good and used a tactic I’ve never seen before to help keep mobs under control. I’m going to share this (and some other tricks) that can be extremely helpful for a group.

1. Get Swiftcast

Swiftcast is a cross-class ability for CNJ/WHM (requires 26 Thaumaturge), but it’s probably the most important one you can get and has myriad uses. The first and most obvious is that at level 22 conjurers get a trait that allows Raise to be cast in combat, but the 8 second casting time makes that difficult. Swiftcast can make it instant. If you’re personally swarmed by enemies, Blizzard II (another cross-class skill, but you pick it up on the way to Swiftcast anyway) can be swiftcast for a pseudo-frost nova, Holy works even better for this when you get it. Swiftcasting cure spells seems like a good idea, but since most of them don’t have longer cast times than the GCD, you don’t save much time overall doing it. It does allow you to cast a cure spell while moving, which is useful in a number of situations.

2. Fluid Aura Tricks

When you get Fluid Aura at 15, it serves primarily as a tool to annoy your tank, or for survivability (and a bit of extra damage) when soloing. It also has use in getting a mob that the tank won’t pick up for whatever reason to leave you alone for a few seconds. (While I have done this, being on the other side of it is a bit frustrating. Give your tanks some opportunity to pick up mobs before resorting to this.) The clever use for it I saw yesterday was as a spell right before casting Repose, to take something completely out of the fight for 30+ seconds. (Repose can be recast, but it does have diminishing returns.)

3. Get Surecast

While far less important than Swiftcast, Surecast mostly has applications when the group is going to take predictable heavy AOE damage (Geocrush, Primal signature spells). Normally, these spells do enough damage to interrupt any cast in progress. Surecast can allow you to time a group spell to go off just after the damage lands without being interrupted. While this could also be accomplished with Swiftcast, this can be doubled up on (Surecast+heal -> Swiftcast+heal) for additional healing if necessary.

My White Mage is now 41, and healing isn’t my usual role, so I’m sure I still have a lot to learn. I still don’t have a DPS class higher than 35, but I have both tanks at the cap and a healer quickly approaching it. Maybe someday I’ll get a clue.

For more posts about… everything, check out the Blaugust Initiative. For an experience I can somewhat relate to, Isey wrote about tracking down pet skills.

On A Slap In The Face

I had a different (and generally more accurate) title for this post earlier, but I like this one better. Today’s post is about the gradual nerfing of content over time, also known as “catering to the casuals”. I’m here to say that this is a Good Thing.

Final Fantasy XIV launched with some relatively difficult endgame content in the Hard Mode Primal fights and the Binding Coil of Bahamut (which actually remained unbeaten until the final boss was fixed in a minor patch). Three major patches later, these aren’t the most difficult or rewarding content in the game, but they’re still mechanically unchanged. What has changed is that wiping in these instances gives you a buff that increases your stats, stacking up to five times. Also, there are some alternative paths to gear so these don’t have to be a bottleneck anymore. The Hard Mode Primals are still specifically required for the Relic Quest, which is how you get your continually up-gradable relic weapon for each class.

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Bracing For Impact

Possibly because I’m convinced the player base in FF14 is from Bizzaro World, reaction to the nerfing of these instances has been mostly positive. They still require people to generally not stand in things, although it provides a bit of a buffer (Except on one fight in particular, because falling off of a small platform kills you no matter how much health you have). More importantly, all of the mechanics that would wipe the raid will still wipe the raid, so general knowledge and execution is still required. Usually (in other games), the reaction to something like this is a lot of whining that the people who beat it have their achievement invalidated, and that “casuals ruin everything”.

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As a filthy casual: I hope developers keep ignoring the people who say this. It’s nice not to see the people who are joining the game now not struggling for money (because earning it was extremely difficult) or levels (because simply keeping up with the story quest was problematic at times). There’s a lot of space between effortless and overly punitive, and games don’t need to always go toward the latter.

For more posts about… everything, check out the Blaugust Initiative. I think I’m going to highlight a post per day, Thalen’s post about Marvel Heroes is today’s.

On the Fourteenth Final Fantasy

Since functionally quitting WoW during Cata, I’ve been a bit of an MMO nomad, wandering from game to game, looking at all of the shiny. Game companies have been more than happy to cater to this, offering plenty of new shininess at launch, and then eventually wearing out until I left. My relationship with all of these games isn’t the same, however. There are some games I’ll probably never go back to*, and some that I left on relatively good terms for some reason or another. Final Fantasy XIV is a game in the latter category. The group I was playing with gradually started playing it less and less, until eventually I stopped too. Also, FATE grinding was kind of terrible.Screenshot (118)

We Miss You!

Last weekend (Friday-Sunday) was a welcome back weekend, allowing previous players to log in without renewing their subscriptions. I patched the game up on Friday, even though I didn’t get a chance to play until Sunday due to the insanity that last weekend was. Apparently, Square has been quite busy since we left, and there’s a lot of content. The Duty Roulette (still the funniest and most accurate name for that concept I’ve seen) provides a way for players without pre-made groups to obtain decent rewards. Beast Tribe dailies provide other sources of XP and potential cosmetic rewards. There’s a really awesome bribe for tanks to do 8-man content (although it’s a bit grindy). In short, there are plenty of things to do, both with a group and without.
Sunset in Limsa

Instead of doing any of that, we ran an instance we were somewhat familiar with from before, Wanderer’s Palace. Just seeing this place again was enough to make me remember that I like playing this game. It’s WoW-style combat, but a bit more relaxed (mostly due to the much longer GCD). It doesn’t have my favorite character archetype, but it does have a pair of tank classes that I enjoy. It’s extremely pretty, and it’s one of the few games that I have a level-capped character in. Also, some of the music is awesome.

022 – Starlight and Sellswords by Final Fantasy 14 on Grooveshark

Happy Returns

I suppose you can congratulate Square Enix on a successful marketing promotion, because It got me to resubscribe to FF14. Unfortunately, the game to drop by the wayside here is WildStar, because not enough of the group I’m interested in playing with got into it. Once the new shininess wore off, I’m left with the same feeling I had before, that I want to like the game more than I actually do. Maybe they can have their chance to win me back later.