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Patch 3.4 Discussion ThreadFollow

#1 Sep 20 2016 at 4:32 PM Rating: Excellent
Preemptively making this thread for discussing various aspects of Patch 3.4.

Trailer and a breakdown of content here: http://na.finalfantasyxiv.com/pr/special/3_4_Soul_Surrender/

Looks like a good patch!
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#2 Sep 20 2016 at 4:59 PM Rating: Decent
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The Goddess music sounds fantastic. Assuming that's what that is.
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#3 Sep 20 2016 at 10:48 PM Rating: Decent
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More interested in the design of the weapons this time around. Spears have been pretty ugly/bad since 3.1, and I'm looking for something I can more more or less get invested in picking up beyond just the ilvl gain.

Other than that, a fairly par for course patch looking thus far. Looking forward to story as per usual - Ex participation will depend on if good lookings weapons drop for that, otherwise I'll do the grind version weapons.

I've actually some gearing goals to push for this time around, but they're highly specific and not-optimum, (Skillspeed Drg) so I probably won't go for the raid scene this cycle, but we'll see.

Wondrous Tails will be worth checking out for kicks - but I don't know if I will make it routine. It at least will break up the monotony of the cycle, as it will likely hit content that won't fall in the daily checklist.

And Platoons/Squadrons will be something I'll get the jump on just to have a good squad leveled for when the content is updated and you can actually fight side by side with them, which is what I wanted out of the content.
#4 Sep 21 2016 at 7:57 AM Rating: Default
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Quote:
The Goddess music sounds fantastic. Assuming that's what that is.


To be fair, they didn't have to try very hard to top Sephirot's theme. -_-
#5 Sep 21 2016 at 11:34 AM Rating: Decent
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Nice. I'll be returning for this.

Also SE just trademarked the title "Stormblood". Sounds like a cool name for an expansion if that's the case.
#6 Sep 28 2016 at 5:42 PM Rating: Excellent
So far I've just done the two tome dungeons and the MSQ (got hooked and stayed up late to finish it).

Dungeons - Easier than I thought they'd be, but definitely an improvement over the last two. The last round of dungeons just didn't resonate with me at all. I really enjoyed the artwork/settings of these dungeons, and they both felt new because I never spent much time grinding the library while leveling jobs. I really enjoyed the final boss mechanics for each dungeon, especially in the library. There seemed to be some randomness in which moves the boss used, and upped the fun factor significantly.

MSQ - Spoilers.

MSQ - Discussed this in the other thread, but overall I liked it. Or, maybe I should say I enjoyed the high points. I just didn't like that they rushed the WoD storyline, and I wish they would have made a better transitions from "Hey, we're a bunch of ********!" to "We're not really murderous, we're just under a lot of stress." I also wish they wouldn't have telegraphed the Urianger reveal so hard. But I enjoyed the general storyline and how the primals were involved, and I like that we got to see yet another way the Ascians are working to bring back their god.
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#7 Sep 28 2016 at 6:08 PM Rating: Default
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The WoD storyline was rushed because it will end up overlapping with Minfillia and that's two vastly different story points coming together at the wrong time when they hit the 4.0 intro arc.

Dungeons - I only enjoyed Gubal Library, but sadly it feels like they kind of put their "all" into that design so keeper of the lake hard mode could be extremely hit/miss and we end up going back to...less than stellar dungeon designs. Xel was interesting but still irks me they converted a region into an instanced dungeon with zero exploration, it was the perfect chance to do something "new" since it sounds like we're about to get a portion of it as the actual open field rather than the full thing.

Sophia Ex - Way too easy since it was designed to be easier than Nidhogg Ex, which was already easy but it's actually one of the few ex primals where you actually get to see most mechanics (in some fashion) from the trial version, so very little comes as a surprise to you compared to some ex primals being completely different from the normal/hard mode variants.

Diadem - Eh.

Aquapolis Changes - RNG is RNG but the changes to the loot was kind of...unnecessary?

Deep Dungeon - Based on dat tables, it does work like how you expected if you played XI and did any Assaults, but the loot pool is extremely small considering by time 3.45 rolls around, materia is the last thing you'd want.

Alexander Creator Savage - I absolutely love the Savage version because the tanking role is far less boring for once lol. Currently working on A11S so Yoshida was right, for once, when he said something will be easier. It's much more Coil designed, so it's great seeing them roll back to the Coil format. But he was definitely wrong about the 2 months "approximation", because quite a lot of casual raid groups are on A10S by now that actually bothered. The mechanics are pretty interesting, but A12S will most likely be the cement wall you ram your face into for months due to terrible balance/forcing everyone to have highest weapons possible going in, since so far you can hit A11S without overkilling it on gear, so expect to see ilvl250 crafted pieces being the money maker for quite some time.

Wonderous Tails - carrot on the stick, so if I remember to pick up a book every week I'll do it, but for now it seems like an off handed way to get people to do abandoned content. The potential rewards are nice but some are a bit weird, since basically EVERYONE got the same set of rewards for the first book.

Squadrons - Glorified retainer ventures. Cute idea for now, but they're overly extended retainer ventures that slows down how many people can raise their GC rank.
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#8 Sep 29 2016 at 12:11 AM Rating: Decent
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Wondrous Tails is a bit silly right now with the second chance points, because it's so easy to load up on them when content is new and you can just reset your "level 1-49 dungeons" objective over and over as many times as needed (nothing's stopping you from just running Sastasha unsynced to clear that one, or any other lowbie dungeon of your choosing)

Maybe it'll serve its intended purpose a little bit better once the new content isn't as new.
#9 Sep 30 2016 at 8:34 AM Rating: Excellent
Really enjoy the difficulty of A11 and A12 NM. It wasn't too hard for me, having watched videos to prepare, but it also wasn't so laden with mechanics that we were beating our heads against the wall trying to make progress. And I liked that the fights just seemed more serious. The last round was a little too whimsical.
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#10 Sep 30 2016 at 2:57 PM Rating: Default
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Thayos wrote:
Really enjoy the difficulty of A11 and A12 NM. It wasn't too hard for me, having watched videos to prepare, but it also wasn't so laden with mechanics that we were beating our heads against the wall trying to make progress. And I liked that the fights just seemed more serious. The last round was a little too whimsical.


Ironically, 12N is harder than A5S and A6S, the only difference is there's no instant death mechanics in A12N, just a VERY high chance of death if you mess them up.

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