Final Fantasy XIV: A Realm Reborn - Beta Phase 3 Impression: Phase 4 August

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I'm split between getting a ps3 for this on release or holding out for the ps4 release. If I wait that long, will I be really far behind with most of the general population already at lvl50+?

Well, there should be some new players hopping on with the PS4 release. Also, by then a lot of release day players won't be playing daily anymore, so you should be able to catch up.

Thats why God created level caps.
 
i tried a lancer and he's also a bit faster with skills compared to gladiator. you have a faster cooldown on your backstab attack. your stun is also on a different cooldown timer, so there is always something to do.

Impulse drive is on the GCD, so not any faster. Stun is on a 30 then 20 second cooldown though so that is good. Funny that it will be more dps then a jump later one.

Archer though has an execute type move on a 12 second timer that will be up at the end of like every kill, as well as Bloodletter, which is on a 15 second timer. Both are removed from the GCD so can be used freely. Here is the good thing about Bloodletter though, at 36 you get a skill that makes it so that every time one of your 2 dots do damage you have a 20% chance for Bloodletter to come off it's cooldown. So there is a chance that you will be able to toss one of them out for no cost between every other GCD attack, which is boss as fuck.
 
Yeah, honestly torn between GLD and LNCR, I tried both jobs extensively during phases 2 and 3, and enjoyed both. Lancers LOOK cooler though, and I do like how fast paced their gameplay is. I've gotten fairly good at Tanking however, and enjoy the challenge of keeping enemies off the other characters.

I'll probably dual class both eventually, but I really have no idea which class I should be starting with.

lancer was a bit boring for me with trash mobs. not much to pay attention to outside of your routine. there was more work to be done in boss fights with adds and the environment. tanking is more fun to me, but lancer is cool for a change.

Impulse drive is on the GCD, so not any faster. Stun is on a 30 then 20 second cooldown though so that is good. Funny that it will be more dps then a jump later one.

the refresh rate on impulse drive is faster than your regular skills.
 
The game is not designed such as you can evade every attack, is not an action game, though AoE attacks (some not presented in circles) and cone attacks can be evaded. So definetly attacks outside or circle AoE attacks ca be evaded.

And there's already a boss that does what you ask: Ifrit.

Ifrit was very basic and not nearly at the level I'd like. My party just moved a little bit to evade the fire pillars and that was that. Also with AoE attacks I often got hit even standing outside the indicator circle. I wasn't lagging either. The system has potential, but it needs to be taken advantage of - bosses need to utilize AoE patterns that aren't just basic one-off attacks. The getting hit outside AoE circles needs to be fixed. Parties should have to be mobile and on their toes. They shouldn't be allowed to stand in place for the majority of the fight. Other than that I enjoy the combat. I already said that I knew XIV wasn't going for the action feel like TERA's system, so I knew what I was getting into. However, if they're going to give us AoE indications, they should make them accurate. Also, getting hit from afar by a melee attack is annoying.
 
The guildhests are really where the fun/challenging fights are I found. All the dungeons were snoozefests, and I hope that they get harder as you you get closer to cap, with HM dungeons to do along the way for better loot.

That or just put item rewards in guildhests. Keep them hard. I REALLY liked doing them, more than any of the other types of content, there was just no reason to do it more than once. I'm not sure why they aren't more fleshed out, aren't they essentially the BCNMs of XIV?
 
The problem with guildhests is you get the bonus XP only once for your first clear. After that you get basically nothing for XP, making them useless for leveling.
 
The problem with guildhests is you get the bonus XP only once for your first clear. After that you get basically nothing for XP, making them useless for leveling.

Yeah, that is a, "little," disappointing. I mean, I don't mind only getting a one time Bonus reward, but at least in the beta the XP and Gil you got for re-doing GuildHeists was piddling at best. I'm hopeful for a, "very," slight adjustment there, and more importantly I'd love to see some additional Heists, both at higher and lower levels. Mostly at higher levels though, obviously.
 
Flawed concept. No one has a reason to do them except maybe for the one off reward, people are more likely to do dungeons, that is where they should be teaching mechanics.

Most of the mechanics I saw in guildhests were actually much more difficult to deal with than in any of the dungeons. The poison AOE guildhests is a tad chaotic, the "clear" spot is up for only a few seconds leaving you to constantly have to jump around all while managing the adds that spawn.

There's the one guildhest that encourages you to clear the minions before attacking the boss (as he will summon them and it makes the fight a mess). THere are plenty of dungeon fights where adds are summoned, but none of them are as chaotic as that guildhest.

There is also a similar guildhest which spawns mobs that trigger specific status effects. I actually got petrified by some. I was actually surprised to even see the status effect given how streamlined the game is. Funny enough, never once did our healer cure it. :(

I'll say it again, they're a gazillion times more fun than any of the dungeons. They need to do more with them.
 
So are the good gears mostly from dungeons or will there be good ones on the marketplace from crafters too? Unfortunately I don't really find the dungeons too fun after 1 or 2 replay, and they rarely drop items I need.

I did haukke (or that jungle area with the dragon boss, I forgot the name, lol) twice and the mansion 4-5 times with a friend and I was getting bored of them :(
 
Do you honestly think this game will attract non-MMO players, besides the devout Final Fantasy fans? Honestly. The lore and terminology in this game is so woefully obscure that its hard to pronounce half the instances you mentioned above.

This game suffers from common JRPG tropes and refuses to adapt, regardless of the new coat of paint they have applied to it. There is no way in high hell anyone besides JRPG fans and maybe anime fans will ever get seriously involved with this game. It is definitely not designed for a Western audience whether you want to admit it or not.

This is actually the first Final Fantasy game I'll be playing since FF: Crystal Chronicles. I don't even like mainline FF games for whatever reason. I'm probably an outlier though, I like this because for the most part it isn't riddled with Nomura design
why does Lightning have to be in this, why goddd
and it looks aesthetically pleasing to me for an MMO. Granted, I'll probably play this game for the free month that I get with it and that's about it, but I'm really looking forward to it after dipping my feet in the beta for the few weekends it was up.
 
I really hope works on the Guildhests and makes them similar to the Guildquests. Not to mention the potential they have is pretty much infinite... try to image battles like CoP 6-2 Ultima & Omega in them.
 
So are the good gears mostly from dungeons or will there be good ones on the marketplace from crafters too? Unfortunately I don't really find the dungeons too fun after 1 or 2 replay, and they rarely drop items I need.

There were some tests done with Materia on HQ items of iLvl 80 and they can potentially have the same stats as Darklight, 1.0's best blue gear, and doing forbidden melds (those outside the normal slots) some pieces can have more/better stats than Darklight.

Of course Darklight won't be at the top anymore, and anything dropping from the CT/LoB will be better, but at the same time there will be new recipes that will create better armors than the ones that come from 1.0

I think in the end, the armor found in the LoB will be the best in the game, but that the highest HQ items with forbidden melds will end up being second best, hopefully just a little better than things from the CT.

Also I wouldn't be surprised that the best recipes would require mats found only inside the CT/LoB.

What's the best way to catch up with 1.0's main story before ARR retail goes live? Would that even make sense?

Youtube.

Wiki.
 
The lodestone finally updated the character portrait, just in time before the site gets taken down, so I could save a screenshot of my Kona Chan.

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Only regret I have from the beta is not being able to obtain the pink STR neck from Haukke. Got beaten 3 times for it.
 
Is there anywhere I can read up on info released about end game content yet? I hear "Labrynith of Bahamut" mentioned a few times. Where can I go get more information on that?
 
Is there anywhere I can read up on info released about end game content yet? I hear "Labrynith of Bahamut" mentioned a few times. Where can I go get more information on that?

No where. There's no info at all about them besides that they are 24-man raids and that it will have floors added through updates, and will continue to be the end-game places when level cap raises.

Also the LoB is supposed to be of a higher difficulty than the Crystal Tower.




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Here's my final character, the model didn't seem to actually update with the Battle Mage robes. Wish I had made it to 32 quicker and had more chances to run Brayflox to get the rest of the gear.

j99wT8IjJPGp5.png
 
Here's my final character, the model didn't seem to actually update with the Battle Mage robes. Wish I had made it to 32 quicker and had more chances to run Brayflox to get the rest of the gear.

Make sure to check the site later tonight, it might have updated by then. And I believe the lodestone will be up until tomorrow.

Dancing ant :D

This is Bayohne's comment on the beta forums:

I can't stop watching the unsure antlion in the background.
"Okay, I think I turned off the stove at home... No, wait, I definitely left it on. No... no, I'm good. Wait, do I have my keys?"
 
Ifrit was very basic and not nearly at the level I'd like. My party just moved a little bit to evade the fire pillars and that was that. Also with AoE attacks I often got hit even standing outside the indicator circle. I wasn't lagging either. The system has potential, but it needs to be taken advantage of - bosses need to utilize AoE patterns that aren't just basic one-off attacks. The getting hit outside AoE circles needs to be fixed. Parties should have to be mobile and on their toes. They shouldn't be allowed to stand in place for the majority of the fight. Other than that I enjoy the combat. I already said that I knew XIV wasn't going for the action feel like TERA's system, so I knew what I was getting into. However, if they're going to give us AoE indications, they should make them accurate. Also, getting hit from afar by a melee attack is annoying.

Well it was basic because it was still a lvl 20 main quest. Still it shows where end content bosses should be (or how Ifrit will be on the proper hard fight at lvl 50).
 
Have they released much info about the summoner class? That's definitely the class I'm looking forward to playing the most, but from the little bit I played of XI, it's not meant to be your first class because of the requirements to obtain the summons.

Does anyone know if that's true for XIV as well?
 
Ifrit was very basic and not nearly at the level I'd like. My party just moved a little bit to evade the fire pillars and that was that. Also with AoE attacks I often got hit even standing outside the indicator circle. I wasn't lagging either. The system has potential, but it needs to be taken advantage of - bosses need to utilize AoE patterns that aren't just basic one-off attacks. The getting hit outside AoE circles needs to be fixed. Parties should have to be mobile and on their toes. They shouldn't be allowed to stand in place for the majority of the fight. Other than that I enjoy the combat. I already said that I knew XIV wasn't going for the action feel like TERA's system, so I knew what I was getting into. However, if they're going to give us AoE indications, they should make them accurate. Also, getting hit from afar by a melee attack is annoying.

There was a pretty fun guildhest with goblins throwing bombs. The boss in it would randomly throw bombs all over and the floor would just be covered in red circles and you had to find a safe spot. None of the dungeons get so intense for whatever reason.

Although it would have been more fun if it wasn't for the terrible responsiveness and the game not recognising people aren't standing in the red circles anymore.

I agree getting hit from melee when the enemy is nowhere near you is really annoying. And what makes it hurt even more is if you are chasing after something that's running, you can see your character basically on top of the running enemy and still the game is like "Target Out of Range."
 
Have they released much info about the summoner class? That's definitely the class I'm looking forward to playing the most, but from the little bit I played of XI, it's not meant to be your first class because of the requirements to obtain the summons.

Does anyone know if that's true for XIV as well?

We don't know anything about either SMN or SCH, we barely know stuff about ACN, it's about time for SE to come out and describe the classes on their website or through a developers video.

As far as difficulty goes, I don't think it will be anything like XI. Although you might have to fight the summons at low levels but I would say in easy fights like Ifrit.

Now if as a SMN you get to summon Odin, I'm not expecting a lv30 fight for that, but hard lv50 instance/FATE, or something like that.
 
So I finally got into the Beta and downloaded everything onto my PS4. I joined the Ultros server, what nights/times do most Gaffers play?
 
We don't know anything about either SMN or SCH, we barely know stuff about ACN, it's about time for SE to come out and describe the classes on their website or through a developers video.

As far as difficulty goes, I don't think it will be anything like XI. Although you might have to fight the summons at low levels but I would say in easy fights like Ifrit.

Now if as a SMN you get to summon Odin, I'm not expecting a lv30 fight for that, but hard lv50 instance/FATE, or something like that.

Thanks for this. Hopefully they release this kind of info before the open beta starts.
 
Thanks for this. Hopefully they release this kind of info before the open beta starts.

Another thing I can tell you, is that Job's skills are earned from completing quests at level 30, 35, 40, 45 and 50. So I wouldn't be surprised if the SMN quests are actually fighting against the primals either solo or in party, to be able to summon them.
 
Here's my final character, the model didn't seem to actually update with the Battle Mage robes. Wish I had made it to 32 quicker and had more chances to run Brayflox to get the rest of the gear.

I guess it's a good thing it didn't update yet, 'cause my character wasn't wearing much...
you can see from the gear slots:
juUJNOUTwnWUx.png
 
I hope they switch it up in XIV and not let you summon mini versions of the primal like XI. Unlike XI the primal want no part of you or want to lend you any powers. So essentially, summoners are stealing powers from them. They certainly aren't given. So, I'd hope we see SMN pets resembling primal and their elements in some way, but definitely not the primal themselves.
 
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A picture of Gangplank Moneyman in incredibly unfitting armor. I wish I could have played for more tests, but I was unable to after the second. Shame, as I'm in England for summer and have now bought a laptop capable of running the game. I wanted to jump in for the last Phase 3 test but I've sadly been too busy.
plus Steam sales

Well, regardless. I'm looking forward to Phase 4!
 
I hope they switch it up in XIV and not let you summon mini versions of the primal like XI. Unlike XI the primal want no part of you or want to lend you any powers. So essentially, summoners are stealing powers from them. They certainly aren't given. So, I'd hope we see SMN pets resembling primal and their elements in some way, but definitely not the primal themselves.

Summoner pets are called Egi in Japanese, term taken from FFXII, so for example Ifrit-Egi, but no idea how it will be translated into English. So basically these Egis are different versions than the primals, you could say it is the form they take to channel their power at the command of the summoner.

So I'm not sure if this is what you meant, but these Egis won't be the Primals themselves.

 
EDIT: Beaten. :P

I hope they switch it up in XIV and not let you summon mini versions of the primal like XI. Unlike XI the primal want no part of you or want to lend you any powers. So essentially, summoners are stealing powers from them. They certainly aren't given. So, I'd hope we see SMN pets resembling primal and their elements in some way, but definitely not the primal themselves.

Well, from what we've seen so far, the summons in XIV are essentially very miniature versions of the primals:

Ifrit:



Titan:


There is a thread on the Beta forums about trying to make them a *little* bit larger, but a dev post replied saying they are remaining the same size for now.

The team explained to us that originally the size of the Egi were a bit larger than they are now, but after discussing and checking various aspects of this larger size, they decided to use the size that they are now.

We're anxious for you to try out summoner once it's available, and look forward to gathering more feedback then.
 
Just to go back to an earlier subject, pertaining to assertions, FFXIV ARR would have limited appeal to non MMO players, outside of Final Fantasy fans.

Well, most MMO's aren't available on consoles. While that isn't the ideal place for the genre, its the only gaming ecosystem a lot of gamers have access too. So XIV has the potential to tap into parts of the market that WoW and other MMO's haven't been able to penetrate yet.

With that in mind, it was probably wise of Yoshida to put such a heavy emphasis on training new players, in the game design. It doesn't make sense to, just keep trying to cannibalizing WoW's market share. Not when so many other MMO's have taken that approach and failed.
 
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