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** Fray the Dark Knight job trainer, for pretty much being the most memorable job trainer ever [[spoiler: and for providing an insight into the [[PlayerCharacter Warrior of Light]] outside how the player themselves define them and for his BigDamnHeroes moment at the level 70 Dark Knight job quest.]] It's not uncommon to hear about people who leveled the Dark Knight job just for him.

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** Fray the Dark Knight job trainer, for pretty much being the most memorable job trainer ever [[spoiler: and for providing an insight into the [[PlayerCharacter Warrior of Light]] outside how the player themselves define them and for his BigDamnHeroes moment at the level 70 Dark Knight job quest.]] It's not uncommon to hear about people who leveled the Dark Knight job just for him.Fray.


** Despite a large amount of the community liking her, there are a good amount of players who feel Yotsyu doesn't deserve the sheer amounts of AlasPoorVillain moments she's given. To elaborate; she is introduced as a massive HateSink with no redeemable qualities, while openly being racist to her own people, and being a big suck-up to the Garleans. She remains this way for a while before suddenly having an AlasPoorVillain Echo flashback that shows how she was a victum of the Doman society before Garlean occuptation, among many other horrible things the WOL finds out. The game suddenly then begins treating her as a victim of society, but while theres no denial of that, the fact she decides to go back to being a villain, after being given a chance at redemption, makes it hard for some to find the games overwhelming sympathy towards her deserved. Not helping is that while the arc does bring up a good point about Doma as a society before Garlean occuptation, the game quickly tries to frame Hien's father as a noble leader still, and frame Doma as being right for being liberated, making it come across as being unclear what her story arc was trying to say about Doma as a nation.

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** Despite a large amount of the community liking her, there are a good amount of players who feel Yotsyu doesn't deserve the sheer amounts of AlasPoorVillain moments she's given. To elaborate; she is introduced as a massive HateSink with no redeemable qualities, while openly being racist to her own people, and being a big suck-up to the Garleans. She remains this way for a while before suddenly having an AlasPoorVillain Echo flashback that shows how she was a victum victim of the Doman society before Garlean occuptation, among many other horrible things the WOL finds out. The game suddenly then begins treating her as a victim of society, but while theres no denial of that, the fact she decides to go back to being a villain, after being given a chance at redemption, makes it hard for some to find the games overwhelming sympathy towards her deserved. Not helping is that while the arc does bring up a good point about Doma as a society before Garlean occuptation, the game quickly tries to frame Hien's father as a noble leader still, and frame Doma as being right for being liberated, making it come across as being unclear what her story arc was trying to say about Doma as a nation.

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** There's [[RuleOfThree another Mi'qote in Ala Ghiri]] who says both men and women of the Resistance are welcome to make use of her services.


** Fans of Gaius believe that he is still alive because they NeverFoundTheBody when he was killed off in 2.0. This is while ignoring the fact that the guy was in the dead center of an ''explosion'' while in a weakened state. [[spoiler:It ended up being true anyway, with Shadowhunter, who was introduced at the end of 4.3, revealing later on that he is Gaius.]]

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** Fans of Gaius believe that he is still alive because they NeverFoundTheBody when he was killed off in 2.0. This is while ignoring the fact that the guy was in the dead center of an ''explosion'' while in a weakened state. Fueling this speculation was the fact that Gaius cannot be fought in Palace of the Dead when other slain antagonists can.[[spoiler:It ended up being true anyway, with Shadowhunter, who was introduced at the end of 4.3, revealing later on that he is Gaius.]]


** The Warriors of Darkness became pretty popular despite only really being relevant for the first patch post Dragonsong War. Despite being a group of PsychoRangers that look exactly like the Warriors of Light from the trailers (with the leader looking exactly like the [=WoL=] who is supposed to be the player character), they become very sympathetic once you learn their past, namely that [[spoiler:they ''were'' Warriors of Light in their world. However, they were so successful at their job that they completely eliminated the Darkness. And because of this, Light became too powerful and completely annihilated the world, leaving absolutely nothing remaining unlike the world that became the Void due to being overwhelmed by Darkness. They work with the Ascians to reverse this, because even if the world is Rejoined, everyone's souls within the Aether will still exist, unlike the situation with the Light.]] On top of this, the Warrior of Darkness had great voice work done by Joe Dempsie, who fans of ''Series/GameOfThrones'' would recognize as the bastard smith Gendry. [[spoiler: It's telling that the Warrior of Darkness, Ardbert, ends up becoming a main character in ''Shadowbringers,'' his ghost being a guide and his past being explored as you travel across the First. To the point that he pulls a HeroicSacrifice to save you.]]

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** The Warriors of Darkness became pretty popular despite only really being relevant for the first patch post Dragonsong War. Despite being a group of PsychoRangers that look exactly like the Warriors of Light from the trailers (with the leader looking exactly like the [=WoL=] who is supposed to be the player character), they become very sympathetic once you learn their past, namely that [[spoiler:they ''were'' Warriors of Light in their world. However, they were so successful at their job that they completely eliminated the Darkness. And because of this, Light became too powerful and completely annihilated the world, leaving absolutely nothing remaining unlike the world that became the Void due to being overwhelmed by Darkness. They work with the Ascians to reverse this, because even if the world is Rejoined, everyone's souls within the Aether will still exist, unlike the situation with the Light.]] On top of this, the Warrior of Darkness had great voice work done by Joe Dempsie, who fans of ''Series/GameOfThrones'' would recognize as the bastard smith Gendry. [[spoiler: It's telling that the Warrior of Darkness, Darkness's leader, Ardbert, ends up becoming a main character in ''Shadowbringers,'' his ghost being a guide and his past being explored as you travel across the First. To the point that he pulls a badass HeroicSacrifice to save you.]]]]
-->[[spoiler:[[HeroicSacrifice Take it]], ''[[FusionDance we fight as one!]]'']]


** Mimics in the Palace of the Dead. They usually aren't terribly difficult to kill (although they can be if they spawn early on a set of floors, since their level is determined by the set of floors rather than the specific floor you are on), but they can spawn randomly from any coffer you try to open and they have a hefty amount of HP. What makes them annoying is Infatuate, which targets a random player and inflicts the Pox status. Pox prevents auto regeneration, lowers damage dealt, and constantly causes poison-like damage over time for ''10 minutes''. Not even dying will remove the status. The only way to remove Pox is with a specific item only found in the dungeon. Some mimics can be stunned, but the ones that appear as a gold coffer are stun-immune. Luckily, the pomander of witching can transform them into a helpless animal so that they can't use Infatuate, or the pomander of rage can be used to OneHitKill them, but that's assuming you were lucky enough to have those items on hand.

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** Mimics in the Palace of the Dead.Deep Dungeons. They usually aren't terribly difficult to kill (although they can be if they spawn early on a set of floors, since their level is determined by the set of floors rather than the specific floor you are on), but they can spawn randomly from any coffer you try to open and they have a hefty amount of HP. What makes them annoying is Infatuate, which targets a random player and inflicts the Pox status. Pox prevents auto regeneration, lowers damage dealt, and constantly causes poison-like damage over time for ''10 minutes''. Not even dying will remove the status. The only way to remove Pox is with a specific item only found in the dungeon. Some mimics can be stunned, but the ones Thankfully, Infatuate is an interruptible spell... provided, of course, that appear as a gold coffer are stun-immune. Luckily, the pomander of witching your job ''has'' an interrupt move. Failing that, you can transform one-shot them into a helpless animal so with the Pomander of Rage, or BalefulPolymorph them with the Pomander of Witching... provided, of course, that they can't use Infatuate, or the pomander of rage can be used to OneHitKill them, but that's assuming you were lucky enough to have those items on hand.''have'' one.



** Continuing the trend of annoying enemies in the Palace of the Dead are the Palace Slimes. They are pretty easy to kill and aren't terribly strong, but if you take too long to kill one, they will ''explode'' with no warning and kill any player that were unlucky enough to be caught in the blast radius. If all four players or all remaining players get hit, it's a TotalPartyKill. If you encounter the slims while playing solo, you either better stun them quickly or burn them down as fast as possible before they explode. In the much deeper parts of the dungeon, there are red slimes that also explode like their green cousins, but their auto-attack lowers your physical defense each time and the effect can stack.

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** Continuing the trend of annoying enemies in the Palace of the Dead are the Palace Slimes. They are pretty easy to kill and aren't terribly strong, but if you take too long to kill one, they will ''explode'' with no warning and kill any player that were unlucky enough to be caught in the blast radius. If all four players or all remaining players get hit, it's a TotalPartyKill. If you encounter the slims slimes while playing solo, you either better stun them quickly or burn them down as fast as possible before they explode. In the much deeper parts of the dungeon, there are red slimes that also explode like their green cousins, but their auto-attack lowers your physical defense each time and the effect can stack.


** ''A Realm Reborn'' also introduced Hildibrand's father, Godbert Manderville, a master goldsmith and powerful businessman, who likes to spend his time [[WalkingShirtlessScene running around in his skivvies]], performing acts of [[MemeticBadass Memetic Badassery]] which put even Sabin's train suplexing to shame including slaying a hoard of zombies with nothing more than a goldsmith's hammer, briefly turning a MechanicalLifeform into a real living being, and killing multiple yeti with a snowball (by accident).

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** ''A Realm Reborn'' also introduced Hildibrand's father, Godbert Manderville, a master goldsmith and powerful businessman, who likes to spend his time [[WalkingShirtlessScene running around in his skivvies]], performing acts of [[MemeticBadass Memetic Badassery]] {{Memetic Badass}}ery which put even Sabin's train suplexing to shame including slaying a hoard of zombies with nothing more than a goldsmith's hammer, briefly turning a MechanicalLifeform into a real living being, and killing multiple yeti with a snowball (by accident).


** Alphinaud had a heavy divide for most of the ''A Realm Reborn'' scenario where people hated his jerkass attitude and sticking his nose in everyone's business while others found him endearing and someone different compared to the stuffy political figures. ''Heavensward'' kicks CharacterDevelopment into high gear by making Alphinaud more proactive, more friendly, and humbled by his previous failures. Most people who hated him warmed up after the development while others still hate him and wish that he was killed off instead of dealing with a CreatorsPet.

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** Alphinaud had a heavy divide for most of the ''A Realm Reborn'' scenario where people hated his jerkass attitude and sticking his nose in everyone's business while others found him endearing and someone different compared to the stuffy political figures. ''Heavensward'' kicks CharacterDevelopment into high gear by making Alphinaud more proactive, more friendly, and humbled by his previous failures. Most people who hated him warmed up after the development while others still hate him and wish that he was killed off instead of dealing with a CreatorsPet.him.


** And once again ''Shadowbringers'' offered excellent vocal performances, both from the returning voice actors and from newcomers like Jonathon Bailey (the Crystal Exarch). In particular, Joe Dempsie gave an excellent performance for Ardbert, demonstrating his acting chops with a much bigger role for the character than what he had back in the ''Heavensward'' post-story patches. The stand-out performance, however, probably has to go to René Zagger’s turn as [[spoiler:Emet-Selch]], managing to imbue the character with deep, authentic emotion when [[spoiler:recounting the fall of Amaurot and during his final moments]], contributing greatly to his character being regarded as one of the best ''Final Fantasy'' villains ever.

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** And once again ''Shadowbringers'' offered excellent vocal performances, both from the returning voice actors and from newcomers like Jonathon Bailey (the Crystal Exarch).Exarch) and Edward Dogliani as Vauthry. In particular, Joe Dempsie gave an excellent performance for Ardbert, demonstrating his acting chops with a much bigger role for the character than what he had back in the ''Heavensward'' post-story patches. The stand-out performance, however, probably has to go to René Zagger’s turn as [[spoiler:Emet-Selch]], managing to imbue the character with deep, authentic emotion when [[spoiler:recounting the fall of Amaurot and during his final moments]], contributing greatly to his character being regarded as one of the best ''Final Fantasy'' villains ever.



* SuspiciouslySimilarSong: "Good King Moggle Mog" is [[WesternAnimation/TheNightmareBeforeChristmas "This is Halloween"]] in all but name, lyrics, and the third verse.

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* SuspiciouslySimilarSong: SuspiciouslySimilarSong:
**
"Good King Moggle Mog" is [[WesternAnimation/TheNightmareBeforeChristmas "This is Halloween"]] in all but name, lyrics, and the third verse.


** The Warriors of Darkness became pretty popular despite only really being relevant for the first patch post Dragonsong War. Despite being a group of PsychoRangers that look exactly like the Warriors of Light from the trailers (with the leader looking exactly like the [=WoL=] who is supposed to be the player character), they become very sympathetic once you learn their past, namely that [[spoiler:they ''were'' Warriors of Light in their world. However, they were so successful at their job that they completely eliminated the Darkness. And because of this, Light became too powerful and completely annihilated the world, leaving absolutely nothing remaining unlike the world that became the Void due to being overwhelmed by Darkness. They work with the Ascians to reverse this, because even if the world is Rejoined, everyone's souls within the Aether will still exist, unlike the situation with the Light.]] On top of this, the Warrior of Darkness had great voice work done by Joe Dempsie, who fans of ''Series/GameOfThrones'' would recognize as the bastard smith Gendry.

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** The Warriors of Darkness became pretty popular despite only really being relevant for the first patch post Dragonsong War. Despite being a group of PsychoRangers that look exactly like the Warriors of Light from the trailers (with the leader looking exactly like the [=WoL=] who is supposed to be the player character), they become very sympathetic once you learn their past, namely that [[spoiler:they ''were'' Warriors of Light in their world. However, they were so successful at their job that they completely eliminated the Darkness. And because of this, Light became too powerful and completely annihilated the world, leaving absolutely nothing remaining unlike the world that became the Void due to being overwhelmed by Darkness. They work with the Ascians to reverse this, because even if the world is Rejoined, everyone's souls within the Aether will still exist, unlike the situation with the Light.]] On top of this, the Warrior of Darkness had great voice work done by Joe Dempsie, who fans of ''Series/GameOfThrones'' would recognize as the bastard smith Gendry. [[spoiler: It's telling that the Warrior of Darkness, Ardbert, ends up becoming a main character in ''Shadowbringers,'' his ghost being a guide and his past being explored as you travel across the First. To the point that he pulls a HeroicSacrifice to save you.]]

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** Hildibrand Helidor Maximillian Manderville was originally conceived as a minor comic relief character, being a SmallNameBigEgo GentlemanDetective character that completely contrasts against the rather grim main background story. However, he was ''so'' popular in the game's first incarnation that he was "resurrected" for the ''A Realm Reborn'' version of the game and given his own dedicated quest series.
** ''A Realm Reborn'' also introduced Hildibrand's father, Godbert Manderville, a master goldsmith and powerful businessman, who likes to spend his time [[WalkingShirtlessScene running around in his skivvies]], performing acts of [[MemeticBadass Memetic Badassery]] which put even Sabin's train suplexing to shame including slaying a hoard of zombies with nothing more than a goldsmith's hammer, briefly turning a MechanicalLifeform into a real living being, and killing multiple yeti with a snowball (by accident).
** And even he pales in comparison to his wife, Julyan Manderville, and her FryingPanOfDoom.

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** And once again ''Shadowbringers'' offered excellent vocal performances, both from the returning voice actors and from newcomers like Jonathon Bailey (the Crystal Exarch). In particular, Joe Dempsie gave an excellent performance for Ardbert, demonstrating his acting chops with a much bigger role for the character than what he had back in the ''Heavensward'' post-story patches. The stand-out performance, however, probably has to go to René Zagger’s turn as [[spoiler:Emet-Selch]], managing to imbue the character with deep, authentic emotion when [[spoiler:recounting the fall of Amaurot and during his final moments]], contributing greatly to his character being regarded as one of the best ''Final Fantasy'' villains ever.


** Farming spells for Blue Mage. Finding them is already a challenge, since other than the name of the spell itself, the spell book's only hints are telling you what part of the world the enemy you get that spell from spawns in. You also have to actually see the spell being used before you can learn it. Learning spells are also fully dependent on RNG, with the more powerful or useful spells generally having a lower chance. Certain spells can only be learned in dungeons and by primals, which means you need to bring friends along to do it unsynced since Blue Mage can't use the duty finder. If you don't learn the spell, you'll have to enter the instance again and start over. As well, being knocked out means you won't learn anything. There's also the problem with players griefing, as it is quite easy for players to quickly murder certain monsters before their spell goes off, doubly so if they summoned a Chocobo to fight with them, and even moreso since several Blue Mage spells are tied to unique versions of existing enemies (e.g. one source of Peculiar Light is from the ''single'' Lentic Mudpuppy that spawns near the regular group of Mudpuppies in Mor Dhona) rather than just those normal enemies.

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** Farming spells for Blue Mage. Finding them is already a challenge, since other than the name of the spell itself, the spell book's only hints are telling you what part of the world zone or dungeon the enemy you get that spell from spawns in. You also have to actually see the spell being used before you can learn it. Learning spells are also fully dependent on RNG, with the more powerful or useful spells generally having a lower chance. Certain spells can only be learned in dungeons and by primals, which means you need to bring friends along to do it unsynced since Blue Mage can't use the duty finder. If you don't learn the spell, you'll have to enter the instance again and start over. As well, being knocked out means you won't learn anything. There's also the problem with players griefing, as it is quite easy for players to quickly murder certain monsters before their spell goes off, doubly so if they summoned a Chocobo to fight with them, and even moreso since several Blue Mage spells are tied to unique versions of existing enemies (e.g. one source of Peculiar Light is from the ''single'' Lentic Mudpuppy that spawns near the regular group of Mudpuppies in Mor Dhona) rather than just those normal enemies.


** The Armory system, the ability to switch between jobs by switching your main-hand equipment, is also not unlocked until level 10. That being said, the experience buffs provided with subsequent expansion releases, alongside EXP bonus items and what have you have made the leveling process drastically easier. In fact, it shouldn't take a new player longer than a couple hours to reach level 10 even at a somewhat casual pace. It's the actual story that slows down the leveling curve, as the player watches cutscenes or travels to new areas.

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** The Armory system, the ability to switch between jobs by switching your main-hand equipment, is also not unlocked until level 10. That being said, the experience buffs provided with subsequent expansion releases, alongside EXP bonus items and what have you have made the leveling process drastically easier. In fact, it shouldn't take a new player longer than a couple hours to reach level 10 even at a somewhat casual pace.pace, even less than that with extra bonuses such as the Friendship Circlet or the "Road to 60" preferred-world bonus. It's the actual story that slows down the leveling curve, as the player watches cutscenes or travels to new areas.



** Teleportation fees. Every time you use the [[WarpWhistle Teleport spell]], it costs you some gil. The farther away your destination is, the more gil it costs. And the main quest just loves to send you all over the place. It's not realistically likely to break the bank, especially when you get into ''Stormblood'' and find that the devs added a {{Cap}} of 999 gil ''before'' applying discounts, but it's just present enough that the urge to waste time minmaxing your fees never ''quite'' goes away. At least you can save a bit by marking a handful of Aetherytes as favorites.

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** Teleportation fees. Every time you use the [[WarpWhistle Teleport spell]], it costs you some gil. The farther away your destination is, the more gil it costs. And the main quest just loves to send you all over the place. It's not realistically likely to break the bank, especially when you get into ''Stormblood'' and find that the devs added a {{Cap}} of 999 gil ''before'' applying discounts, but it's just present enough that the urge to waste time minmaxing your fees never ''quite'' goes away. At least you can save a bit with use of the Return spell (which bypasses the fee, but is on a 15-minute cooldown in return) and by marking a handful of Aetherytes as favorites.favorites. Once you have access to the Hunt you can also save on teleportation fees by grinding out seals to buy Aetheryte Tickets, which are good for a single teleport no matter the cost.



** Enemies' range of territory. In order to prevent possible griefing and server strains, all enemies (except those found in dungeons) are programmed to start wandering back to their territory/spawn point if they chase the player too far. However, once an enemy starts to retreat, they not only become ''immune to all damage and debuffs'' while they retreat, but they'll also ''fully recover their HP'' once they get back there. This means that you can't kite foes too far or they'll "reset". The mechanic is doubly painful when fighting boss characters found in a FATE due to their sky high HP, especially when the area for the FATE is unreasonably small (either from a small radius or right next to a town crowded with buildings).
** Dragoon's Jump animation locks, which means while a Dragoon is using any of their Jump related abilities, they can not move normally. When used well, jumps help improve their mobility in battle. But if Murphy shows up and goads the monster you're fighting to use a devastating AOE move just as you're getting repositioned by a Spineshatter Dive or Dragonfire Dive, [[ThisIsGonnaSuck then you're in for a world of hurt]]. It's thanks to this, and a minority of bad Dragoon players who can't/won't utilize the class' weapon skills correctly has led to the return of the FFXI "loldragoon" meme much to the annoyance of decent Dragoon players. Square-Enix has released a number of patches that cut down on the animation lock, (and now, reduced the previously absurd cooldown times on their more advanced Jump attacks) to help out Dragoons due to the complaints. A related, if rare issue are pathing issues with the jumps. Using the basic jump from a ledge may result in you landing below the ledge, while the other jumps may fail to land at all if there is an obstacle in the way. Thankfully most bosses are fought in completely flat terrain.

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** Enemies' range of territory. In order to prevent possible griefing and server strains, all enemies (except those found in dungeons) are programmed to start wandering back to their territory/spawn point if they chase the player too far. However, once an enemy starts to retreat, they not only become ''immune to all damage and debuffs'' while they retreat, but they'll also ''fully recover their HP'' once they get back there. This means that you can't kite foes too far or they'll "reset". The mechanic is doubly painful when fighting boss characters found in a FATE due to their sky high sky-high HP, especially when the area for the FATE is unreasonably small (either from a small radius or right next to a town crowded with buildings).
buildings) or packed with far more subordinate enemies than is reasonable.
** Dragoon's Jump animation locks, which means while a Dragoon is using any of their Jump related abilities, they can not move normally. When used well, jumps help improve their mobility in battle. But if Murphy shows up and goads the monster you're fighting to use a devastating AOE move just as you're getting repositioned by a Spineshatter Dive or Dragonfire Dive, [[ThisIsGonnaSuck then you're in for a world of hurt]]. It's thanks to this, and a minority of bad Dragoon players who can't/won't utilize the class' weapon skills correctly correctly, that has led to the return of the FFXI "loldragoon" meme meme, much to the annoyance of decent Dragoon players. Square-Enix has released a number of patches that cut down on the animation lock, (and now, reduced the previously absurd cooldown times on their more advanced Jump attacks) to help out Dragoons due to the complaints. A related, if rare issue are pathing issues with the jumps. Using the basic jump from a ledge may result in you landing below the ledge, while the other jumps may fail to land at all if there is an obstacle in the way. Thankfully most bosses are fought in completely flat terrain.



** The Machinist's Gauss Barrel and the Bard's Wanderer's Minuet skills were widely hated due to lots of drawbacks with little benefits. Initially, the two skills would give a small boost in the player's DPS in exchange for disabling their auto-attack and adding a charge time to certain skills while the player had to wait a bit to disable Gauss Barrel/Wanderer's Minuet. In a following patch, the two skills were given a much larger boost to the player's DPS, charge times for skills were reduced, and disabling Gauss Barrel/Wanderer's Minuet can be done a lot sooner. While Machinist players were overall happy for their skill being boosted, some Bard players were still sour over their play style being changed and some are refusing to use Wanderer's Minuet out of sheer spite and don't care if their overall DPS output is worse because of it, yet won't forgo playing Bard altogether for another job instead. ''Stormblood'' changed the skills by making them no longer disabling auto attacks and charge times were also removed.

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** The Machinist's Gauss Barrel and the Bard's Wanderer's Minuet skills were widely hated due to lots of drawbacks with little benefits. Initially, the two skills would give a small boost in the player's DPS in exchange for disabling their auto-attack and adding a charge time to certain skills while the player had to wait a bit to disable Gauss Barrel/Wanderer's Minuet. In a following patch, the two skills were given a much larger boost to the player's DPS, charge times for skills were reduced, and disabling Gauss Barrel/Wanderer's Minuet can be done a lot sooner. While Machinist players were overall happy for their skill being boosted, some Bard players were still sour over their play style being changed and some are refusing to use Wanderer's Minuet out of sheer spite and don't care if their overall DPS output is worse because of it, yet won't forgo playing Bard altogether for another job instead. ''Stormblood'' changed the skills by making them no longer disabling auto attacks and charge times were also removed.removed; ''Shadowbringers'' would later remove the Gauss Barrel entirely, modifying the heat-management mechanics and integrating them with the class's basic rotation.



** Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely weakened state will set you up to be taken down again fairly easily. Lastly, the limit break has a finite distance, so a healer using it in the wrong spot (or if players are simply too scattered to reach them all) can potentially waste it. Patch 3.4 changed the mechanics a bit by causing players revived with the healer [=LB3=] to not be afflicted with weakness (or if they were already weakened, simply having the timer reset instead of getting Brink of Death).

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** Using a level 3 healer LimitBreak is awesome and can save a potentially failed battle, but its major drawbacks made the move more risky than helpful. For starters, the healer using the skill will be rooted in place for several seconds due to animation lock, which means any attack that is coming their way they'll take the full brunt of it any attacks coming their way with no way to move out of the way. Fallen players who are revived from the limit break are revived on the spot instead of having a prompt to be revived, but this means that an ill timed limit break revive can get people set up to be hit by a telegraphed attack they just can't get out of the way for. Being revived also means that your stats will drop and in certain fights, being in a weakened or a severely any sort of weakened state will set you up to be taken down again fairly easily. Lastly, the limit break has a finite distance, so a healer using it in the wrong spot (or if players are simply too scattered to reach them all) can potentially waste it. Patch 3.4 changed the mechanics a bit by causing players revived with the healer [=LB3=] to not be afflicted with weakness (or if they were already weakened, simply having the timer reset instead of getting Brink of Death).



** Farming spells for Blue Mage. You are given zero hints on what spells can be learned and where unless you look up a guide online. You also have to actually see the spell being used before you can learn it. Learning spells are also fully dependent on RNG with the more powerful or useful spells generally having a lower chance. Certain spells can only be learned in dungeons and by primals, which means you need to bring friends along to do it unsynced since Blue Mage can't use the duty finder. If you don't learn the spell, you'll have to enter the instance again and start over. As well, being knocked out means you won't learn anything. There's also the problem with players griefing as it is quite easy for players to quickly murder certain monsters before their spell goes off, doubly so if they summoned a Chocobo to fight with them.

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** Farming spells for Blue Mage. You are given zero Finding them is already a challenge, since other than the name of the spell itself, the spell book's only hints on are telling you what spells can be learned and where unless part of the world the enemy you look up a guide online.get that spell from spawns in. You also have to actually see the spell being used before you can learn it. Learning spells are also fully dependent on RNG RNG, with the more powerful or useful spells generally having a lower chance. Certain spells can only be learned in dungeons and by primals, which means you need to bring friends along to do it unsynced since Blue Mage can't use the duty finder. If you don't learn the spell, you'll have to enter the instance again and start over. As well, being knocked out means you won't learn anything. There's also the problem with players griefing griefing, as it is quite easy for players to quickly murder certain monsters before their spell goes off, doubly so if they summoned a Chocobo to fight with them.them, and even moreso since several Blue Mage spells are tied to unique versions of existing enemies (e.g. one source of Peculiar Light is from the ''single'' Lentic Mudpuppy that spawns near the regular group of Mudpuppies in Mor Dhona) rather than just those normal enemies.



** Many players consider ''Stormblood'' to be the low point of the ''A Realm Reborn'' era. Many find the Ala Mhigans and Domans UnintentionallyUnsympathetic,[[note]]due to the fact that both people make the player's advancement incredibly rough along with the revelations of their past[[/note]] the copious amount of PlotArmor used,[[note]]many of the heroic [=NPCs=] suffer serious injuries, but do not die, unlike ''Heavensward'' where characters generally died when they suffered grievous wounds[[/note]] and what many feel is a weak CharacterDevelopment storyline.[[note]]Lyse's evolution from hiding behind her dead sister's identity into the leader of the Resistance, which gets particularly grating since the "Lyse whines about feeling useless" phase lasts for ''two-thirds'' of the questline[[/note]] Likewise, the relic weapons were met with bad reception due to (aside from the massive grind) them not being tied to any story and are just there for the sake of it while the actual story behind Eureka is composed of mostly FetchQuest.
** The Hildibrand side story was met with positive reception in ''A Realm Reborn'', but most fans agree that Hildibrand's story in ''Heavensward'' is incredibly lacking due to the story having fewer wackier moments, an {{Expy}} of Briardien that wasn't well received, and no trials for players to tackle. ''Stormblood'' addresses the criticisms by having a better story, funnier scenes, and a trial battle against [[spoiler: Yojimbo, who then reveals himself to be Gilgamesh shortly after the fight starts.]]

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** Many players consider ''Stormblood'' to be the low point of the ''A Realm Reborn'' era. Many find the Ala Mhigans and Domans UnintentionallyUnsympathetic,[[note]]due to the fact that both people make the player's advancement incredibly rough along with the revelations of their past[[/note]] the copious amount of PlotArmor used,[[note]]many of the heroic [=NPCs=] suffer serious injuries, but do not die, unlike ''Heavensward'' where characters generally died when they suffered grievous wounds[[/note]] and what many feel is a weak CharacterDevelopment storyline.[[note]]Lyse's evolution from hiding behind her dead sister's identity into the leader of the Resistance, which gets particularly grating since Resistance takes ''two-thirds'' of the story to get past the "Lyse whines about feeling useless" phase lasts for ''two-thirds'' of and then immediately skips to the questline[[/note]] "Lyse is leading the Resistance" one[[/note]] Likewise, the relic weapons were met with bad reception due to (aside from the massive grind) them not being tied to any story and are just there for the sake of it while the actual story behind Eureka is composed of mostly FetchQuest.
** The Hildibrand side story was met with positive reception in ''A Realm Reborn'', but most fans agree that Hildibrand's story in ''Heavensward'' is incredibly lacking due to the story having fewer wackier moments, an {{Expy}} of Briardien that wasn't well received, and no trials for players to tackle. ''Stormblood'' addresses the criticisms by having a better story, funnier scenes, and a trial battle against [[spoiler: Yojimbo, [[spoiler:Yojimbo, who then reveals himself to be Gilgamesh shortly after the fight starts.]]



* SlowPacedBeginning: Most of the content in the 2.1 through 2.5 phase of the game is considered to be mediocre at best. Tons of slow paced {{Fetch Quest}}s, a meandering story with tons of {{filler}}, and a lot of boring dungeons can turn many players off. This is compounded by the fact that this is the longest stretch of quests in the entire game, with a whopping ''284 quests'' needed to be completed. And since they give out pitifully low XP (due to originally being released at the level 50 cap), the player won't be gaining any new skills or techniques as they complete the post-game material. By the time of the 2.3 patch, however, things begin to pick up, with more interesting dungeons and Trials being dished out to the player and the story picking up steam with the introduction of major players like Aymeric and Ishgard as a whole. Then the 2.5 WhamEpisode hits, and ''Heavensward'' begins. Quests become much better paced as most of the fetch quest elements are phased out, the dungeons become much more complex and engaging, and the story ''really'' gets going and starts delivering on some pronounced [[PlayerPunch Player Punches]]. This continues with ''Stormblood'' and ''Shadowbringers''.

to:

* SlowPacedBeginning: Most of the content in the 2.1 through 2.5 phase of the game is considered to be mediocre at best. Tons of slow paced {{Fetch Quest}}s, a meandering story with tons of {{filler}}, and a lot of boring dungeons can turn many players off. This is compounded by the fact that this is the longest stretch of quests in the entire game, with a whopping ''284 quests'' needed to be completed. And since they give out pitifully low XP (due to originally being released at the level 50 cap), the player won't be gaining any new skills or techniques as they complete the post-game material. By the time of the 2.3 patch, however, things begin to pick up, with more interesting dungeons and Trials being dished out to the player and the story picking up steam with the introduction of major players like Aymeric and Ishgard as a whole. Then the 2.5 WhamEpisode hits, and ''Heavensward'' begins. Quests become much better paced as most of the fetch quest elements are phased out, the dungeons become much more complex and engaging, and the story ''really'' gets going and starts delivering on some pronounced [[PlayerPunch Player Punches]].{{Player Punch}}es. This continues with ''Stormblood'' and ''Shadowbringers''.



* StrangledByTheRedString: In the Stormblood Warrior quests, Dorgono goes from openly detesting Curious Gorge to being furiously in love with him in the back half of a single quest. While this transition is a PlayedForLaughs CallBack to Gorge's own infatuation from the beginning of the questline, it can come across as rather jarring for players who saw no interest from Dorgono and expected the final punchline to be seeing his hopes dashed completely. It also comes with the [[UnfortunateImplications unfortunate implication]] that the affections of a strong independent female are a "reward" for regaining control over the Inner Beast and that her previous feelings don't matter in light of the grand achievement of getting back to square one after failing the most fundamental Warrior techniques for the third time in a row.
* StopHavingFunGuys: This comes with being a MMO:

to:

* StrangledByTheRedString: In the Stormblood Warrior quests, Dorgono goes from openly detesting Curious Gorge to being furiously in love with him in the back half of a single quest. While this transition is a PlayedForLaughs CallBack to Gorge's own infatuation from the beginning of the questline, it can come across as rather jarring for players who saw no interest from Dorgono and expected the final punchline to be seeing his hopes dashed completely. It also comes with the [[UnfortunateImplications unfortunate implication]] {{unfortunate implication|s}} that the affections of a strong independent female are a "reward" for regaining control over the Inner Beast and that her previous feelings don't matter in light of the grand achievement of getting back to square one after failing the most fundamental Warrior techniques for the third time in a row.
* StopHavingFunGuys: This comes with being a an MMO:


** Something meta but still noticeable, [[spoiler: The fact that Emet-Selch's BlueAndOrangeMorality WhatMeasureIsANonHuman winds up sparking '''real life conversations and debates''' about an existence's worth.]]

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