Forum Settings
       
This Forum is Read Only

New Instanced Raids ( + Job Gameplay Tidbits)Follow

#1 Mar 07 2012 at 7:35 AM Rating: Good
**
923 posts
http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=70d50ca6bb8703d11e8122a6b09c5e9adf9f6b1c

Youtube Video


Patch 1.21 will add two new instanced raids. This Topics update takes a look at one of them, Cutter's Cry.
Cutter's Cry
Trees are few and vegetation sparse in dry, barren Thanalan.

For as long as anyone can remember, the lumber traders of Ul'dah have hired botanists to bring fine wood back from Mor Dhona. The road from Ul'dah to Mor Dhona winds over Cutter's Pass, named after the woodcutters who cross it as they travel to and fro between the forests and the lumber yards.

A cave called Cutter's Cry stands near the pass, and most woodcutters know to steer well clear of its dark, gaping maw. They whisper of horrors lurking within, the most terrible of all beings─the chimera, a three-headed monster straight from the underworld. Sometimes, when the winds are up and the air bites hard and cold, you can, if you listen hard enough, hear the pitiful cries of those who had fallen victim to the beast. It is a sound that chills the blood more surely than any north wind.

Once, thirty years ago, the merchants decided to hire mercenaries to clear the monsters from the cave and make Cutter's Pass safe for their agents. The Darklight Raiders were the unfortunate band who agreed to take on the job. Many of their number entered that cave, and very, very few emerged. But still, the chimera was dead―or so it was believed.


Features
Cutter's Cry is an extremely challenging instanced raid meant for full parties of eight adventurers, consisting of Disciples of War and Magic at level 45 or higher. In the caverns await many dangers―fearsome monsters, of course, but also rivers of quicksand and other natural hazards. If you are to survive the journey through the forking caverns and overcome the threats within, you will need to work closely with the other adventurers in your band.

Edited, Mar 7th 2012 8:40am by samosamo
#2 Mar 07 2012 at 9:08 AM Rating: Decent
***
3,530 posts
Hey! I remember seeing screenshots of this place before the game was released! Glad to know they've gotten around to using those assets. :D
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#3 Mar 07 2012 at 9:24 AM Rating: Excellent
**
923 posts
It just looks like Copperbell Mines which have been in game since day one...somewhat disappointing but I liked seeing the jobs do their thing.
#4 Mar 07 2012 at 12:53 PM Rating: Good
***
3,177 posts
It uses the same zone assets as Copperbell Mines, like the above poster said.

However, I like seeing the quicksand whirlpools. Reminds me of Quicksand Caves from another certain Final Fantasy game. I hope that breaks some of the linearity that was present in Darkhold.
____________________________
Final Fantasy XIV: A Realm Reborn
Grover Eyeveen - Hyperion Server
Viva Eorzea Free Company/Linkshell Leader - Hyperion Server

Aegis Server (2012-2013)
Figaro Server (2010-2012)

Final Fantasy XI:
Retired

Blog
#5 Mar 07 2012 at 1:08 PM Rating: Good
**
325 posts
So excited to go there! They certainly describe it as being very challenging! I did squee a bit when I saw the Lalafell White Mage ^^
#6 Mar 07 2012 at 2:36 PM Rating: Good
Scholar
**
523 posts
KaneKitty wrote:
Hey! I remember seeing screenshots of this place before the game was released! Glad to know they've gotten around to using those assets. :D


Yeah the dats have been in the game since launch:
http://www.daevaofwar.net/index.php?/topic/1862-dat-mining-adventure-chapter-1/page__pid__9914#entry9914
#7 Mar 07 2012 at 3:25 PM Rating: Default
Scholar
Avatar
**
600 posts
I must say, SE knows how to make game play look sweet lol. While I am not playing atm, I will say looking at the patch data and details on version 2.0 I can say I believe SE can turn this game around even better than what i've "read". I left FFXIV to give SE a chance to fix the game while I went back to FFXI, but I had to make the decision to quit playing FFXI (addictions are NOT GOOD lol). Who knows, if SE can somehow make the balance of the game in such a way where soloing is viable yet party play is still root, I may have to take a look at giving XIV a try! GO GO SE, DON'T FORGET ABOUT THE FAMILY MAN (who still enjoys some time playing games lol.) Depending on how the game turns out in 2.0, I may just give XIV another shot, especially if game content is still great, even with my limited amount of play time due to lots of personal family activity.

Thought I'd restate that last piece in case I came off wrong :P


Edited, Mar 7th 2012 5:19pm by jayfly
____________________________

Quote:
Fiddle Faddle!

#8 Mar 07 2012 at 3:57 PM Rating: Good
***
3,530 posts


Okay, just... please tell me that every single staff isn't going to actually clip completely through the Black Mage hat like that. As though they needed a way to make those moogle weapons look even worse!
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#9 Mar 07 2012 at 4:05 PM Rating: Good
Scholar
**
523 posts
They will unfortunately.

Same with the WHM hood.

=(
#10 Mar 08 2012 at 5:45 AM Rating: Good
Avatar
**
588 posts
When I watch this video it certainly looks like the monsters are reacting to the job weaponskills. I know that was something people were concerned about after the video showcasing the new abilities was posted.

The Monk and Black mage use there abilities around 1:15. Can anyone confirm?
____________________________



#11 Mar 08 2012 at 6:00 AM Rating: Good
***
1,313 posts
Just some observations..

1. SE needs to l2trailer.
2. SE needs to have raids with multiple bosses that are intelligent. Fighting monsters with no real agenda isn't very interesting.
3. SE needs to create new places, not just rehash the same design.

I'm glad they're adding new stuff to FFXIV and I did feel a bit of XI nostalgia while watching, but.. it's obviously filler until 2.0 and I still have no urge to pay them to experience it.

____________________________
Eithne Draocht
My IG: archaicmachinery - Friend me!
#12 Mar 08 2012 at 3:54 PM Rating: Good
Guru
***
1,310 posts
It's a small thing, but I like the FF12-style zone intros.

Hopefully, this will give people a chance to test out the new jobs and make suggestions. At least until the "throw 8 <insert job here> at it" strat becomes prevalent (Oh, you don't have <insert job here> unlocked? You can't come with us...). Smiley: tongue

Edited, Mar 8th 2012 4:56pm by Xoie
This forum is read only
This Forum is Read Only!
Recent Visitors: 25 All times are in CST
Anonymous Guests (25)