Final Fantasy XIV - Kiwi Free Company

You niggas leveling crafts need to find God and let him in your lives. Sounds like a pain to level up crafts.
It's actually really easy to level crafting. Hell, the last ten levels are mostly a money sink so you can acquire the mats you need for leve turn-ins. You level super fast doing those.

I just haven't done it this expac yet because I'm a lazy bastard who sees no current value in keeping up with a game I don't currently enjoy playing.
 
Did the MSQ only because I needed to unlock the epilogue Wachumeqiqi quest and the new Custom Deliveries character for Tuesday.
 
Always felt like crafting was pretty easy in XIV. The only thing that featured any difficulty were those high end crafts for the artifact grade crafting tools and those are far from required. Now you can just use the crafting add-on which is so ubiquitous that I wouldn't be shocked to see SE refusing to bother with complex crafts in future content.
 
add-on which is so ubiquitous that I wouldn't be shocked to see SE refusing to bother with complex crafts in future content.
Artisan was released in early 2023 and they still added Expert Crafts for the Island Sanctuary special items and the last 2 steps of the Crystalline Tools.

Crafting used to be stupidly difficult before the meteor fell, and before 5.3 cross-classing was mandatory to get all of the skills you wanted, and back in early Heavensward people were literally creating alts just so that they could specialise in multiple disciplines because back then everything that was Current Endgame was a Specialist-Only craft. (Currently this only applies for Orchestrion Rolls, Bardings, and Trophies from the current and previous patch's Extreme Trials.)

If you don't want to play anymore, don't. The days of ARF till you bARF (181 runs of it and that's not even talking about the 27200 poetics you need to get either) and getting 4 of 4 different items (In High Quality) that needed different Specializations which themselves required a material that required different Specializations are long behind us.
 
Artisan was released in early 2023 and they still added Expert Crafts for the Island Sanctuary special items and the last 2 steps of the Crystalline Tools.

Crafting used to be stupidly difficult before the meteor fell, and before 5.3 cross-classing was mandatory to get all of the skills you wanted, and back in early Heavensward people were literally creating alts just so that they could specialise in multiple disciplines because back then everything that was Current Endgame was a Specialist-Only craft. (Currently this only applies for Orchestrion Rolls, Bardings, and Trophies from the current and previous patch's Extreme Trials.)

If you don't want to play anymore, don't. The days of ARF till you bARF (181 runs of it and that's not even talking about the 27200 poetics you need to get either) and getting 4 of 4 different items (In High Quality) that needed different Specializations which themselves required a material that required different Specializations are long behind us.
I don't know where you're getting not wanting to play anymore from a post about finding crafting easy and not thinking it needs an add on to do it.

Do agree that if you aren't enjoying a game just don't play it but I think you got something out of my post that wasn't intended at all.
 
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As someone who played since Alpha and crafted since late ARR, I can confidently say that crafting and the ARR relic grinds back then were absolute cancer aids.

Back then, ARR followed the example of WoW, and you know how WoW loves it's grinds and tedium. The mistaken belief that tedious and grindy tasks are supposed to be fun excuses to keep people engaged in a subscription game. Only after doing away with that system did the game gradually start to flourish. Turns out people are more appreciative when their time isn't actively being wasted with absurd grinds designed to keep them playing on a surface level.

I know people complained about how easy manderville relics were, but tbh, I remember how bad it was and how bad it can get and I'm glad that all I have to do is shell out a few thousand tomes, log off and then live the rest of my life like I'm supposed to.
 
I preferred the HW era grind where you could do normal content and work on your relic at the same time. Getting various relic bits while just doing my weekly roulette runs was good, although all those roulette runs just being ARF over and over sucked.
 
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I know people complained about how easy manderville relics were, but tbh, I remember how bad it was and how bad it can get and I'm glad that all I have to do is shell out a few thousand tomes, log off and then live the rest of my life like I'm supposed to.
You ain't a real one unless you were competing with several different people trying to clear FATEs all at once in specific areas during specific times of day and night because of some reddit chart that claimed there were increased drop rates based on the hour of the day because this was tied to some hidden mechanic involving the Zodiac.

And then gaslighting yourself into thinking it must be true because you did actually happen to score more Atmas than usual following those schizo guides.
 
You ain't a real one unless you were competing with several different people trying to clear FATEs all at once in specific areas during specific times of day and night because of some reddit chart that claimed there were increased drop rates based on the hour of the day because this was tied to some hidden mechanic involving the Zodiac.

And then gaslighting yourself into thinking it must be true because you did actually happen to score more Atmas than usual following those schizo guides.
Boy, did I sure love doing 20+ FATES with a train of people and not getting a single fucking Atma because the drop rate was actually complete RNG. Don't you love RNG in grindfests!? Well, don't you!?
I sure did enjoy spending all of my gil buying a specific item to desynth for another specific item that can only be desynthed from the item purchased and that the chance of getting what you needed was also RNG.
I also enjoyed having to spend weeks spiritbonding a bunch of low level gear for materia so that I could put them in a scroll that forced you to only be able to meld on a rising spectrum.
Spending even more time to do a 12 step light grind was great!!

Nah, I'd rather just give my tomestones and then go do one of a thousand other things I could be doing. You can fuck right off with all that.
 
I also enjoyed having to spend weeks spiritbonding a bunch of low level gear for materia so that I could put them in a scroll that forced you to only be able to meld on a rising spectrum.
these days you can just put a set of HQ glamour gear on, 1-tap a ton of HQ crafts, and have that step done in less than an hour

the only part of the ARR grind that didn't get nerfed is desynthing items

an ugly ass weapon.
they should have made DRS an optional step that gives haste in bozja areas like they did with BA and Physeos weapons
 
Bit of a random thought, but; with how DT introduced a Melee and Magic DPS job - same as Stormblood - I kinda hope that whatever expansion that follows will continue that cycle, with a Tank and Ranged DPS job like Shaowbringers.

I want a dual-wielding tank and a crossbow DPS, personally.
 
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Marksman sounds fun and shouldn't overlap Machinist's job identity.

Admittedly, I'm not entirely sure how the job would play; given how the current jobs tend to be made, I'd say maybe another "selfish" DPS that focuses on strong burst damage? Not sure right now, honestly.

I just really, really want a crossbow/play an archer without the musical stuff Bard has.

double wielding is usually ninja's job identity in most other final fantasy games, what kind of thing are you thinking?

I'm thinking dual axes; more of an "offensive" counterpart to Warrior's defense. Sort of like how Dark Knight and Paladin feel like opposites.

Also, I keep getting the idea for a sword/dagger combo for some reason; could be something of a counter/dodge Tank, I guess. Or something like the Abyss Watchers from Dark Souls 3.
 
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Marksman sounds fun and shouldn't overlap Machinist's job identity.

double wielding is usually ninja's job identity in most other final fantasy games, what kind of thing are you thinking?
I’d like to see an antithesis of the dark knight as the next tank. Instead of dark energy it would use light energy. Obviously it wouldn’t be called the light knight but it would be something like a Templar and it would use halberds and would use a mix of range and melee.
 
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I’d like to see an antithesis of the dark knight as the next tank. Instead of dark energy it would use light energy.
We have that, it's called Paladin. Literally uses holy magic lol
I get what you're saying though.

Side note: I find it weird how there is light aspected aether and magic, yet as players, anything that comes remotely close that we cast is always unaspected. You'd think spells like Dia and Holy were light, but no. They are unaspected...for whatever reason.
 
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We have that, it's called Paladin. Literally uses holy magic lol
I get what you're saying though.
Templar: "Temple Knight"
Paladin: "Paladin"
Sure it's holy magic but the class fantasy is honor/oath instead of being explicitly religion-bound.

There's a lot that they can do with the idea, but I think the fact that we've had the Myths of the Realm storyline already means that the opportunity is behind us.
Instead of dark energy it would use light energy.
obligatory shitpost (this is a DRK VFX mod with a namingway preset)
9typspikly6e1.png
 
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Bit of a random thought, but; with how DT introduced a Melee and Magic DPS job - same as Stormblood - I kinda hope that whatever expansion that follows will continue that cycle, with a Tank and Ranged DPS job like Shaowbringers.

I want a dual-wielding tank and a crossbow DPS, personally.
I can't imagine being excited for another tank that'll play exactly the same as the other 4 tanks. How many variations can you make on "turns stance on, mitigates some damage every 20 seconds, mitigates more every 2 minutes, heals"? I guess aesthetically it'd be cool to have a tank wielding a huge tower shield and nothing else. PLD has shields but I'm talking head-to-toe Havel the Rock kinda shield.
If it's dual wielding I'd suggest maybe a dual axe berserker, but that overlaps with Warrior's identity a lot. Other ideas could be a spear or mace-wielding Templar like @Dave. suggested, or maybe "Rune Knight" to stick away from PLD.
Sure it's holy magic but the class fantasy is honor/oath instead of being explicitly religion-bound.
I mean maybe, but it's hard to get more zealous than ability names like "Holy Spirit" and "Atonement". What's the Temple Knight's invuln ability, "Extra-Hallowed Ground"?

So here's a random shower thought on fixing combat I've been developing:

The Shadowbringers 2-minute meta is tied in with a lot of the job homogenization over the last 3 expacs. Every job wants to align buffs, so every job is given a buff on a 120 second cooldown and gets designed to feed into that 20 second burst window without deviating. Any kind of global drifting that places your burst window out of alignment means lost potency.
As others have no doubt pointed out, parsetrannies and raiders moving towards the "feed everything into buff windows" strategy is pretty much inevitable in any MMO. No doubt the job team simply sees it as simplifying the process by locking everything to 2 minutes.
Potential solution: allow players to coordinate and align their buff windows automatically, with built in flexibility, and let Phys Ranged control it.

1734919487589.png
(shitty mockup I made, donut steal)

So say BRD, DNC and MCH all get an ability, let's call it Amplify. When they use it, this activates a 15-second timer, during which any of the existing 2-minute buffs get fed into the Phys Ranged's Job Gauge instead of being used immediately. After the 15 seconds, or whenever the user presses the button again, all the buffs go off at the same time, with an extra buff to boot.

This does a few things:
1. simplifies buff alignment which makes parsetrannies seethe because "everyone pressing a single button every 2 minutes is part of the skill!"
2. gives phys. ranged a much needed role in combat by dictating the burst window, which is arguably more engaging than everyone pressing one button at the same time like clockwork, but most importantly,
3. adds flexibility to every class's rotation, because if their burst window drifts, the party-wide burst can be delayed for up to 15 seconds until everyone's properly aligned.
Flexibility is most important because it means drift is less of an issue, which in theory means jobs don't need to follow the 2-minutes as strictly. This in itself doesn't fix job design, but it opens the door to options a little broader than "add more finishers". The other half of the fix is to give DPS and tanks more globals that are situational instead of being "press every time, in this order." Heals, defensives, maybe even movement options should be global, a potency loss in exchange for survival, which in turn gives healers more reason to exist; a good healer is saving potency. And the expectation of wasted globals is built into overall combat design by the new flexibility (extremely optimistic, but let me dream.)

My point is, if everyone has to follow a burst window meta, then give us built-in tools to control it. This is the simplest way I can think of to reintroduce flexible rotations without tearing down what's already there.
Not that I imagine the design team will head in this direction. I just find it fun to think about, and I'd be curious to see what issues people see with it.
 
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I’d like to see an antithesis of the dark knight as the next tank. Instead of dark energy it would use light energy. Obviously it wouldn’t be called the light knight but it would be something like a Templar and it would use halberds and would use a mix of range and melee.
We have that, it's called Paladin. Literally uses holy magic lol
I get what you're saying though.

Side note: I find it weird how there is light aspected aether and magic, yet as players, anything that comes remotely close that we cast is always unaspected. You'd think spells like Dia and Holy were light, but no. They are unaspected...for whatever reason.
They could always do Mystic Knight instead.
 
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