Together with the most current patch three.56 The Far Edge of Fate pt II, Final Fantasy XIV: Heavensward is officially done. We’ve closed off all we can with all the Ishgard arc and are on our method to Stormblood within the summer season, but now that all the story for Heavensward is over, just what specifically has version 3.0 provided us? Taking Heavensward as just FFXIV version 3.0 was one point, we had a neat tiny story and it wrapped itself up quite cleanly. But not surprisingly, we’ve had lots of content material since then. So with Ishgard now firmly in our chocobo’s rear-view mirror, I’ve decided to critique all of Heavensward as it stands now.
As it’s only been about two weeks since we got the cheap FFXIV Gil newest story patch, here is your spoiler warning.
Right, starting off, Heavensward was fairly nicely set-up, wasn’t it? Following the principle situation of A Realm Reborn had reduce off, the Warrior of Light had few pals and had struck out for the cold winds of Coerthas. As a part of a continuation of that setup, the very first thing we all did in Heavensward was cross the Methods of Faith to have ourselves in to the new region of Ishgard.
What followed was a series of dungeons and trials that involved a bit far more complexity than those in a Realm Reborn but none that caused too steep of an incline. The game’s story was largely one of political and religious intrigue, which was a pretty different setup than the much more straight-foreward plot of A Realm Reborn. With only ten levels and also a core set of four trials and six dungeons, the base expansion of Heavensward was fairly nicely contained and had much greater stakes than version 2.0. This wasn’t a fight of great vs evil but set in shades of grey – there was no evil Garlean Empire to fight but rather a rigid caste system constructed on lies for the preservation of ego plus a lengthy blood feud in between Ishgard and Dravania. And you, as the Warrior of Light, have your function reduce out for you. There is no Castrum to storm, no massive ancient god-weapon.
Just men and women and emotions and betrayal. The conclusion of 3.0 was wrapped up having a rather decent bow. Then came the subsequent patches. Far more dungeons had been added, some upping the difficulty by fairly a bit, some have been extra experimental, and then there was Alexander, the 8-player raid set with multiple troubles, and sometimes bonkers mechanics. Alexander wasn’t the utter madness that the Coils of Bahamut have been, nonetheless, but nevertheless fun to run and challenging through. Fewer supergolems although.
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