User Score
9.2

Universal acclaim- based on 247 Ratings

User score distribution:
  1. Negative: 15 out of 247
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  1. Jun 25, 2015
    7
    The good:
    1. Story is objectively better than that which came before it. Yes, stories can be objectively better when dealing with basic form and common sense. If a story provides giant gaping loopholes that the characters could have exploited to avoid catastrophic situations, you will notice them and it will suck. You will be happy to find no giant "poison vial implication" loophole here
    The good:
    1. Story is objectively better than that which came before it. Yes, stories can be objectively better when dealing with basic form and common sense. If a story provides giant gaping loopholes that the characters could have exploited to avoid catastrophic situations, you will notice them and it will suck. You will be happy to find no giant "poison vial implication" loophole here like you did at the end of the "Before the Fall" patch.
    2. The new classes are interesting to see, if only for their story quests. Each provides a slightly different take on the traditional three roles, but for those hoping for something to break free of the trinity formula, you will be disappointed.
    3. The new areas are a welcome breath of fresh air. Despite my initial impressions from preview videos, each zone is refreshingly different from the last with the sole exception of Coerthas Western Highlands being fairly similar to Coerthas Central Highlands.

    The Bad:
    1. The inventory system: To understand the current problems with the FFXIV:ARR inventory system, you have to understand three things: First, we are free to play every class in the game on a single character; Second, FFXIV:ARR has a vanity system that lets you use older item skins over your current equipment if you so choose; and third, the same inventory space that will be used for half a dozen or more vanity sets will be used to hold any crafting materials you may be using or gathering. It's a glorious mess of epic proportions linked to a terribly managed server back end. The limits of a player's inventory prevent the exploration of all the game's many options on a single character without adding to the monthly sub by renting out more "retainers"- NPCs that act as the player's bank and auction house. Which brings us to number 2.
    2. Unlike games like World of Warcraft, where players have multiple factions with different story quests, FFXIV:ARR shares a single story shared by all players regardless of their origins. While the story does start out differently, it all converges together around the level 20 mark. This is old news, but is related to the continuing inventory issues. Cross-class skills require other classes to be leveled up, so two characters may end up leveling one of the same class regardless.
    3. The patch story wall: FFXIV:ARR runs on a linear story, so to get to the Heavensward content you'll have to visit all the story quests from the content patches. Whether you personally find this a detraction or not depends on how much you care for the story. The writing pre-Heavensward constantly shifts from adequate to terrible. The constant shifting between good and bad means that it inevitably drops the ball at some crucial moments, leaving the player tearing his hair out wondering why the characters would act a particular way when some obvious thing should have made them act differently. Before you get to where the story is genuinely good, you have to move through where development was clearly rushed.

    I would rate FFXIV:Heavensward in the 8-9 category, but with technical issues holding back players from engaging the game in particular ways (namely the inventory) and the requirement of new characters to go through nearly two years of patched in story of fluctuating quality, I have to rate is as a strong 6. The improvements beyond the 50 story wall bump it up to a tentative 7. Should they fix the inventory issue, the game would be an 8/10.
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  2. Jun 25, 2015
    5
    Overall, I must say I found this expansion a let down.

    Good things first. The main story is way more interesting and well told than ARR’s original storyline, which was quite awful. The voice acting has improved and the music, of course, is wonderful. The new zones look great and flying is fun. Not so good things. The zones, while great looking, are still just quest grind hubs
    Overall, I must say I found this expansion a let down.

    Good things first. The main story is way more interesting and well told than ARR’s original storyline, which was quite awful. The voice acting has improved and the music, of course, is wonderful. The new zones look great and flying is fun.

    Not so good things. The zones, while great looking, are still just quest grind hubs filled with generic and mind-numbingly easy to kill monsters that exist solely to be killed to complete fetch quests. You don't even need to kill them for loot, as your retainer, the npc that you store and sell items through, can be sent out to retrieve items for you while you do other things. Square-Enix stated the monsters would be harder this time around, but all they did was increase their HP pool. It is nearly impossible to die from these enemies unless you disconnect or pull several at a time and just sit there and let them wallop you. They all have very easy to dodge telegraphs, and other than that they just basically auto-attack you. And, of course, you can always just run 10 feet away to leash the monsters should you somehow not be able to kill them before they kill you.

    Nearly every single non-dungeon quest involves killing these boring enemies or clicking on objects on the ground. They really went for quantity over quality. Despite the vastness of the zones, I never felt like I was on an adventure. All you do is tedious busywork. You’ll end up doing the same quests with a different script a hundred or more times. There are no dangerous open world areas at all. You can even attack an enemy that is engaging in conversation with another enemy and the other enemy just sits there doing its talking animation while you bludgeon his friend 10 feet away from him.

    The blandness of the enemies is a big problem with both the original game and the expansion. All enemies feel the same. They all either have one or all of the following: a cone/line AoE, a point blank AoE around them, or a targeted circular AoE. None of them feel unique. They’re basically all the same monster just with a different model. These telegraphs are incredibly easy to doge. And if you’re a healing class especially you can just stand in all of them and easily live.

    This is in stark contrast to SE’s previous MMORPG, FFXI, where each monster felt different. Crabs had high HP and defense boosting skills. Worms could not move like normal enemies as they lacked legs, but could cast magic. Often they would bind you in place and then start pelting you with spells. Mimics would draw your character in so you could not run from then and would poison you. Tonberry’s had everyone’s grudge, an attack that did more damage based on how many tonberries you have killed (which could be reset by paying a tonberry priest), and throat stab, a high damaging move that came out quickly that you had to pay attention for because there were no obvious telegraphs. Enemies like dragons and manticores were naturally tougher than crab or caterpillar enemies that were the same level. The enemies were even more unique in FFXIV 1.0. When you attack an enemy in FFXIV, you do not take in consideration what the enemy is at all, because it doesn’t matter.

    Even dungeon enemies suffer from this blandness. Aside from bosses, all enemies in dungeons are boring trash enemies that are pretty much impossible to die to unless the tank chooses to pull too many packs at once.

    Some of the bosses are fun, albeit quite easy, but, again, you have to wade through trash enemies to get to them. The dungeons are also all linear corridors, just as they were in the original.

    They also decided to bring over the Hunt system into the new zones. The Hunt involves an enemy spawning every x hours that is either a rank A or S (B rank enemies respawn immediately and offer no reward unless you have a quest to kill it). When these enemies are found, people either post the location in their hunt linkshell chat or shout the position in the chat. After some people show up, the enemy is then obliterated within seconds. This is how you currently upgrade your gear. You spam a handful of easy dungeons hundreds of times for tomestones (basically dungeon tokens) and then zerg easy monsters mindlessly. Basically, it’s the exact same gear treadmill as ARR. Equipment still just boring +base stats. No unique or interesting special effects to be found on the gear in this game.

    The new classes look quite cool, but all the classes in the game are quite homogenized.

    So despite how little effort was seemingly put into the quests, enemies and basically everything outside of the music, storyline and zone-design, creating the expansion was apparently so difficult for the FFXIV developers that Yoshi-P promised in an interview that they would never make an expansion this big again, which I find worrying and bizarre when the expansion isn’t anything amazing. It’s very average.
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