Krojak reacts to “FFXIV History Lessons” by Larryzaur, and the sheer amount of things I learned about Final Fantasy 14’s past is insane. This video is filled with tons of little tidbits of trivia from when FFXIV was but a little fledgling mmorpg. Oh, and Larryzaur is hilarious.
Original video ► https://www.youtube.com/watch?v=AI1siNub5C8&ab_channel=Larryzaur
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Download and Play Final Fantasy XIV ► https://www.finalfantasyxiv.com/
Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida, it was released worldwide for Microsoft Windows and PlayStation 3 in August 2013, as a replacement for the failed 2010 version of the game, with support for PlayStation 4, PlayStation 5, and macOS releasing later. Final Fantasy XIV takes place in the fictional land of Eorzea, five years after the events of the original 2010 release. At the conclusion of the original game, the primal dragon Bahamut escapes from its lunar prison to initiate the Seventh Umbral Calamity, an apocalyptic event which destroys much of Eorzea. Through the gods’ blessing, the player character escapes the devastation by time traveling five years into the future. As Eorzea recovers and rebuilds, the player must deal with the impending threat of invasion by the Garlean Empire from the north.
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Kro clowning on “Intelligent” tanks…. My good sir have you not watched Bofuri ??? Cause THAT is life goals for an MMO 😛
I liked going to the raid entrance and seeing my server's raid community. Good discussion and recruitment opportunity.
For queuing up at the raid's physical locations, you can still TECHNICALLY do that, albeit doing so just brings up the duty finder so it's only if you want to. In fact the trial for Ifrit Normal (the level 20 version) is designed for you to do this: there's an NPC that lets you escape from the prison cave via an underground spring, and you can talk with a Flame Private in Camp Drybone to teleport BACK to the cave, with your light party.
Storywise the game still treats it like you did it on your own, but it's nice that there's an in-game justification for how you could do it with a party.
Many of the ideas were taken from WoW and improved upon, but the original concept was pretty much WoW. Thankfully, the devs totally understand QoL concepts and feedbacks and now we have a game that is nothing like it used to be. Things are much easier and more manageable for people's time. I think the old style was probably why I left the game multiple times in the past because it was so annoying, but now, it's loads better than it used to be. I think Larryzaur also forgot to mention how there was no PotD back in the days, and the only way to level your alt jobs was through fate grinding, so there were things like "fate parties" you joined in areas to grind your experience points. And since there was no flying back then, you either "ran" or "rode" to the next fate and hope you get there in time to get credit for it.
I think they should bring back cross class abilities but make them something not super useful, like physic, break, flash, refresh, etc. I'd probably draw the line at shell and protect, where as long as one person in the raid has them you are good to go, but never a skill where everyone of that role needs it to raid, like blood for blood or provoke.
I miss old summoner, I get the reasons they changed it but it took away from the enjoyment for me so I stopped maining it just after shadowbringers launched. Lost count of the amount of dungeons Titan tanked after the tank bailed lol
I used to heal dungeons up to Haukke Manor as thaumaturge due to cross-class skills. Weird times.
Cleric Stance I thought was on the GCD originally, AND had a slight cooldown so that if you turned it on, you were stuck with that decision for a few seconds.
Turning it off did not have any cooldown though.
TP was mostly ignored by DPS classes. Melee and tanks would only sprint in absolute emergencies. If you do coil, notice that there aren't any boss abilities that require you to move huge distances. Melee DPS and Warriors could pull an ability from Dragoon called Invigorate which restored TP which took care of most TP needs. The only job that would run out of TP was Paladin, which could only pull cross class abilities from White Mage and Warrior.
Also the reason Bards had healer LB? They weren't a DPS job. They were support. Their songs, rather than doing damage, were group buffs that slowly drained the Bard's MP. Mage's Ballad restored MP, Army's Paeon restored TP, Foe's Requiem increased magic damage taken by an enemy.
Tank stance dancing in this game was terrible. I used to raid as a tank in ARR but when they introduced stance dancing in HW and made it worse in SB, I quit tanking completely. Luckily, they fixed this in ShB and made that feature irrelevant. I prefer the tanks they way they are now. They're unique enough that you can enjoy each play style and they rely more on the boss mechanics to make tanking fun.
I was… here for parts of these, namely I didn't do the Bahamut fight at all, still need to…. but um…. to say a few things about the shitty TP guage for a moment, because first off, they only got rid of it in Shadowbringers, so everything was designed around it basically and that was meant that no job used AoE skills, single target only, and how you recovered from the TP drain, well, by the time you got to your sprint location, you generally had enough TP to use a single weapon skill, well turns out ALL abilities that didn't have a secondary resource (Gierskogul for example, Ninja's Mudras, stuff like that) or used MP (Flash from Paladin, which Warriors would take to keep aggro because it was cross-class, DRK didn't mostly because they already spent MP like no tomorrow), and so for the first few seconds it'd take a little bit, but eventually you got your TP back because each GCD had a longer cool down than the ticks for you to regain more, so you could Sprint and work your way back to full, but this was relevant very little. Oh and uh, the MSQ queue? Yeah, that turned into a cinematic for new players after you could cap ilevel in HW without having to have done Savage Bahamut and so you'd get out of a cutscene and another would play, and then you'd go do your queue and do the same thing as everyone else and that's why now we have to watch cutscenes. Also, since she can't hurt anyone anymore even standing there doing nothing, the old 1st MSQ dungeon, the fight against what's-her-name, with the cannon fire, the strat was to hit her with all 4 cannons at once to half-health her and I think MT kept aggro from it being 4 sources hitting her that didn't draw her aggro? I could be wrong on that, I just remember filling 4 cannons twice and killing her phase 1 that way, our current way of loading 1st cannon and firing whenever works just as well since she deals almost no damage.
Observations: The Subjob system thing, while present in 11, I'm pretty sure is a throwback to Tactics more than anything. Most of the stances have been removed, along with several skills that were more or less 'every party will have this running at all points in time, so why is it even there'. RIP Protect and Stoneskin, I miss you. Why couldn't you have taken Fluid Aura instead! The TP wasn't really all that bad – most of the time if you were hitting sprint as a melee it was because you needed to leave. Nice that they removed it, though it did odd things to bards for a bit iirc. Honestly, 20 some levels in BLM wasn't bad for Swiftcast, what was annoying was that every crafter class had a specialty skill, and you needed most of them to do high level crafts. So if you wanted to be any kind of crafter, you kind of had to level most crafters. Good idea anyway, lets you repair on the fly, but yeah. It was kinda an all or don't bother sort of thing.
I'm not sure I 100% approve of the agro changes, but it does allow DPS to have to deal with fight mechanics more than threat mechanics. I suppose the logic would be more that fight mechanics are interesting, threat mechanics just make you play your class slower if you have better gear than the tank. I'm ok with that one either way, I guess. I don't know how long that stat point thing was around, but I started just before Heavensward and I don't remember it at all. Either it wasn't around then, or if you weren't trying to raid you didn't really care about 30 points one way or the other.
You can actually solo T9 Savage by using that enrage bit. It's still a giant pain in the ass, but better than having to deal with T9 in any capacity. You can go further than the ropes in Mor Donuts – you can get on top of the inn. Was fun, but yeah, flying kinda makes that moot. Also Dragoon Jump and Ninja Teleport didn't used to 100% follow the ground, so there were places you could use them to get on top of tents and stuff that was otherwise not possible. Oh, and my favorite – for the Zeta weapons (ARR relics) you could customize the stats to your liking. And if you did it in a silly fashion, people would get mad at you. A friend of mine put a ton of piety on her Bow, and used to get lots of angry comments about it. Quite entertaining.
The cross-classing is similar to the first time I saw the FF job system: Final Fantasy Tactics. A skill like "Equip shield" was restricted to the Squire, and you had to put enough job points into that ability to unlock it for other classes.
Very cool if you want your Summoner to have back-up healing spells, less cool when you have to spend job points on the alchemist ability "potion" just to use items in combat.
There is absolutely nothing nice about the idea of having to physically go to a space to run a dungeon you have run possibly a hundred times before. Absolutely insane.
I remember when I first played FFXIV. I was a WHM and I didn't know about the swiftcast thing. I got through all of ARR and Heavensward without it and being really lucky when it came to raises.
The cool thing about mor dhona is that it used to be a smaller and less built settlement, and after a certain amount of patches they made it bigger. I remember at the time I wondered whether they'd keep building mor dhona until it was a full-fledged city. But that didn't quite happen. Hahaha.
Fun fact: Cleric stance IS a thing again in Bozja – twice! First, there's Essence of the Profane, which nerfs a healer's heals while boosting their DPS. Second, they have a high level lost action called Serpah Strike – a 9000 MP Leap Attack that gives them the Status "Cleric Stance" – raising and lowering damage and healing respectively while it's active.
However, it's important to note that this is SLIGHTLY different from how OG Cleric worked. In the past, Damage was controlled by Intelligence and Healing by Mind. This applied to all casters (it still applies to Summoner's Physick, which is why it's extra pathetic) and healers. Cleric Stance swapped the two stats while it was up. The newer iterations just put buffs and debuffs on damage and healing.
Bards Ballard's use to buff party while in use but consumed MP.
You would sometimes witness a bard throw away all their accuracy, determination, crits and skill speeds for piety materia to increase their MP to make their ballad's play a second longer.
I’ve been playing ff14 since 1.0 and listening to some of these things is just pure nostalgia.
The one thing I REALLY wish they had NOT changed–was the zone evolutions. Specifically, Mor Dhona and Idyllshire. These zones looked COMPLETELY different before certain patches were implemented, and I wish that it would still do that way. Only have the MSQ done through the end of ARR? Mor Dhona would look like it did when the game was released, and it would grow with the next completed MSQ quest–only looking like it does now once you start the first Heavensward quest.
The main issue with Cross Class Skills was that the Devs had to assume players DIDN'T have certain abilities when designing encounters and balancing classes. Imagine having to design a whole raid tier without being able to assume the tanks could taunt? Or figure out damage potencies for melee classes when they didn't always have a damage cooldown…but sometimes they did.
So yea, it was a cool idea, but it was healthy for the game to change to the current system.
The crossclass system was kinda neat in theory, but it just had too many issues in practice. So many people missing vital skills. Sure was fun running into a Provokeless DRK in Bismarc EX, which required a tank swap 🙂 And all the DPS missing damage skills 🙂 Gotta love having a physical job that runs out of TP because they didn't level Dragoon for Invigorate 🙂
And even the bit of choice you had in the skill loadout you could pick was mostly illusion – some skills were useless, some were mandatory, some fights made specific ones mandatory, so you'd often have 0-1 slots you could make choices with.
Cleric Stance was oGCD, but there was a cooldown upon turning it on that you had to wait out before you could turn it back off. So if you turned it on and a DPS stood in fire, well tough luck. Scholar's Lustrate healing ability originally healed a target for 25% of their maximum HP, so it would actually bypass Cleric Stance's restriction, but that was shown to be way OP so it was changed into the 600-potency heal it is now.
Cleric was probably reworked to make the healer role more approachable. A lot of people were apprehensive to try doing damage as a healer at all due to the restrictions imposed upon trying to do that by Cleric Stance (because without it, your damage was jack squat) – which inflated dungeon run times a fair bit pretty often.
I do not miss TP. That stands for tactical points by the way, if I remember right. Really, it just put an artificial limit on physical AoE, and (until Sprint was decoupled from it in like Heavensward?) made Sprinting really inconvenient for anyone physical. Also, tanks had either very limited or no TP recovery for themselves, and their rotations were usually TP-negative even in single-target, so they had to rely on others to give some back. Fight takes too long and party ain't providing TP refresh? Well now your tank can't keep attacking any more, and will lose enmity pretty quick.
The old enmity system had its good and bad sides. I do kinda miss it having a bit more depth as a tank main since mid SB, but also I do prefer the ShB change overall. The simple thing affecting that is that every party with randoms had that one moron who was decent at damage but refused to ever touch their own enmity management skills, so I as a tank would just have to behave as if nobody had enmity management skills besides myself, which would put a big dent in my damage output, and just feel bad :/
regarding Cleric Stance (Healer DPS stance) Casters have cast times.. so oGCDs require your GCD to finish. ALSO u cant heal for 13 seconds, or you cant DPS for 13, thats the flaw of cleric stance. if your tank took enough dmg to be fatal in 4 GCDs, that meant you stood around not casting anything. (10 seconds, not 13s)
everyone simply asked for the ability to toggle it off/on, and instead SE said, lol nope, we'll just get rid of it entirely…
we wanted to have it, but make it actually more reasonable to use.
I love cross class ability idea…just not for an mmo.
forgot to mention haste and other skillspeed boosting buffs just fucked over monks because they would just burn through all their tp. Also skills did not upgrade automatically People actually used macros so you would use the upgraded version of the ability/skill when you have it or the lower level version when when you were synched down. Also whate mages has Stoneskin it was the most broken buff it can a barrier that covered 33% of the hp of the target. So White Mages had an amazing barrier.
The whole thing with cleric stance goes back to the way stats used to work. It used to be that all damage spells scaled off intelligence regardless of job and all healing spells scaled off of mind. Cleric Stance switched the values of intelligence and mind. Once they changed healer offensive spells to scale off of their main stat, (mind,) cleric stance became completely useless and was removed.
Ugg a look back into the bad old days, so many QOL changes