2478: All About Palace of the Dead

0478_001

For the benefit of my Twitter friend @FinalMacstorm, who is contemplating returning to Final Fantasy XIV once he’s done with Final Fantasy XV, here is everything you might want to know about Palace of the Dead, one of Final Fantasy XIV’s newest pieces of content.

What is it?

A 200-floor dungeon with randomly generated layouts. The first 100 floors are its “story mode”; the second 200 floors are intended to be very challenging 4-player content, and as such can only be attempted with a preformed party.

How is it structured?

When Palace of the Dead first launched, there were 50 floors, which you tackled in blocks of 10 at a time. Every 10th floor, there is a boss. Beat the boss and your progress is saved, allowing you to pick up from the following floor either immediately or the next time you want to challenge Palace of the Dead. On floor 50, there’s a final boss — a familiar face who has been well and truly put through the wringer since you first encountered them.

Floors 51-100 of Palace of the Dead were added today and are known as the “Hellsward” floors. They work in mostly the same way. Once you’ve cleared floor 50 once, you can start at floor 51 instead of floor 1 any time you reset your save data. Floor 100, again, has a final boss — this time it’s Nybeth Obdilord from Tactics Ogre.

Floors 101-200 of Palace of the Dead were also added today. They can only be entered if you start from floor 51 with a preformed, fixed party and clear all the way to floor 100 without any full-party wipes.

What are the bosses like?

The bosses gradually ramp up in complexity as you go deeper into the dungeon. The first boss is very simple — essentially fighting a normal Death Gaze that has a few more HP than usual. The second is a heavily simplified version of the Raskovnik fight from Sohm Al, which in turn was a simplified version of the Rafflesia fight from The Second Coil of Bahamut. The third is a slightly simplified version of the Hydra fight. Later bosses incorporate mechanics from Odin, Anchag from Amdapor Keep (Hard) and King Behemoth from Labyrinth of the Ancients. Floor 80’s boss — the aforementioned King Behemoth-inspired fight — features a pretty brutal DPS check against a slowly casting, insta-wipe ultimate ability. This is arguably the most difficult boss in the first 100 floors; Nybeth is a relative walkover by comparison, though his fight does require the DPS to be on their toes to deal with frequently spawning adds.

Is it endgame content?

While the main rewards for Palace of the Dead are level 60 weapons — item level 235 weapons that can subsequently be upgraded to item level 255 — you can actually start it as soon as level 17. It’s best to wait at least until you’ve reached level 50 and have cleared the sidequest dungeon Tam-Tara Deepcroft (Hard), though, because Palace of the Dead’s storyline follows directly on from that dungeon’s narrative.

How does it work?

Your level inside Palace of the Dead is different to your level outside. Upon entering for the first time, you’re reset to level 1, but the experience required to level up within Palace of the Dead is considerably less than in the main game. You can reach the level cap of 60 by about floor 40 if you’re reasonably diligent about killing enemies on the lower floors. Each block of floors takes about 20-30 minutes to complete depending on how quick you are.

Your level inside Palace of the Dead can exceed your level outside Palace of the Dead, so it’s a good way to “preview” how classes play once they reach level 60. Starting at floor 51 will immediately boost you to level 60 in the class you entered on while you’re inside.

When you clear a block of 10 floors, you receive experience points for your level outside Palace of the Dead, making it quite an efficient way to level classes. If you’re already level 60, you will instead receive Allagan Tomestones of Poetics, Lore and Scripture, the endgame currencies used to purchase high-end equipment and quest items. If you’re level 50-59, you will receive Allagan Tomestones of Poetics and experience points.

What about gear?

Normal gear is irrelevant in Palace of the Dead. Instead, you have an aetherpool weapon and armour, which can be upgraded by collecting silver chests scattered throughout the dungeon. The maximum the gear can be upgraded to is +99, though on the lower floors there is a cap and level sync on upgrades to prevent you being too overpowered.

When your weapon and armour both reach +30 upgrades, you can “spend” these points to acquire an item level 235, level 60 weapon that you can use elsewhere in the game. When your weapon and armour both reach +60 upgrades, you can “spend” these points to upgrade the item level 235 weapon to an item level 255 weapon. If you allow your weapon and armour to upgrade to +90, this means you can get the i235 weapon and immediately upgrade it to i255.

Do I have to play in a party?

No. There are several ways to play. Firstly, entering with a matched party uses Duty Finder to seek out other people who are on the same block of floors as you and put you all together. Note that Palace of the Dead does not adhere to the usual party construction in the rest of the game, meaning it’s entirely possible you may have runs with no healers, no tanks or all DPS classes. Each block is clearable with such a lineup, but you will need to make use of items as well as your abilities.

Alternatively, you can play with a fixed party, which simply takes the party lineup you choose to start with — from going solo to a full light party of four — and registers that as your group on your save data. To continue progressing, you must take the same group of people with you on the same classes, though if you need to disband you can convert fixed party save data to matched party save data at any time.

If you play solo, when you wipe you’ll be presented with a score calculated as a combination of the highest floor you reached and the number of kills you got along with some other bits and pieces behind the scenes. Your high scores are recorded for each class, and you can also record a high score for a fixed party, too. Personal high scores can be reviewed in the game, while global high scores will be available on the Lodestone website from tomorrow.

What items can I use?

You can access your inventory in Palace of the Dead, so you can use any potions, elixirs and ethers that you might have collected, though note that there is a cooldown on these so you can’t just chug them repeatedly. It’s a good idea to hotbar your best potions as well as status-curing formulae.

Besides these items, golden chests inside Palace of the Dead drop single-use items called pomanders, which are collected in a shared party inventory. These have a variety of different functions. Some provide buffs for individual players, others benefit the whole party by revealing the whole map, removing traps on the current floor and others still allow party members to transform into various monsters with unique special abilities.

If you’re playing with a matched party, your pomanders are lost when you clear each block of 10 floors. If you’re playing with a fixed party, however, your pomander inventory is saved along with the rest of the data and will be waiting for you when you challenge the next block of 10 floors.

What do I get out of it?

Besides the weapons, there are hidden treasures called Accursed Hoards scattered throughout the dungeon. These can either be uncovered by chance by standing in the right place, or located using a pomander of intuition. You don’t know what Accursed Hoards are until you appraise them back in Quarrymill, at which point they will be “drawn” and revealed to be whatever they are. Common items available through Accursed Hoards include fireworks and Grade IV materia. Rarer items include Grade V materia and glamour items. Super-rare items include a hairstyle and housing decorations.

2375: Mommy Issues

0375_001

Overwatch has finally seen the release of its first new hero since launch, in the form of Ana, a new Support character and mother of existing character Pharah.

Ana is an interesting concept for a support character because she’s based at least partly around sniping, which in Overwatch terms has traditionally been an approach reserved for Defender-type heroes. As a Support character, however, Ana’s role is actually surprisingly well-rounded, comprising both offensive and defensive capabilities and possessing an overall feel quite unlike any of the other heroes on the roster.

Ana’s basic ability is a sniper rifle that shoots bolts that either heal allies they hit or damage enemies. In both cases, the healing or damage process isn’t immediate — it takes a second or two for the value to affect the character’s health, though it’s not quite a long-duration damage or heal over time either.

What this essentially means is that Ana is able to heal people from a much greater distance than any of the other Support characters, though the tradeoff in this case is that you have to be reasonably accurate in order to register a hit on the person you’re trying to heal. You don’t have to be absolutely pinpoint accurate, but your reticle still needs to be roughly in the right area to register a hit, unlike Mercy or Lucio, who lock on to nearby targets and affect all targets around themselves respectively.

Ana’s other abilities throw some interesting twists into the mix. Her “E” move allows her to throw a grenade that provides an immediate burst of healing to anyone caught in the blast, along with a temporary buff to healing from all sources while it’s active. Like her gun, this grenade also has a negative impact on enemy characters, in this case dealing some damage to them and completely preventing them from being healed for a few seconds.

Her Left-Shift ability, meanwhile, is something of a game-changer: it’s a dart, shot out from her sidearm, that puts anyone it hits to sleep, causing them to collapse to the floor and be completely immobile for a few seconds. This is an absolute godsend against characters who can be difficult to push through such as Bastion, since it allows you to take the pressure off for a moment — just long enough to sneak in and finish the job. It’s also good for interrupting powerful Ultimate abilities from characters such as Reaper and Pharah.

All in all, Ana seems to be a strong addition to the roster. Her healing capabilities aren’t up to Mercy and Lucio’s standards, largely due to the accuracy requirement, but they’re solid enough, but her real benefit is the addition of some solid offensive skills. Her main weakness is in her mobility; unlike the two previous sniper characters Hanzo and Widowmaker, Ana has no means of easily getting up to higher ground, and so must either do her work from ground level or find more roundabout means of getting to good vantage points.

2105: Into Darkness

0105_001

The official trailer for Final Fantasy XIV patch 3.1 came out recently, and it’s looking simply marvellous. I am happy about this, because although I feel like I’ve got over my “rut” with the game, I’d still love to see something new at last. It’s been a long time coming, after all.

My initial reaction to the announcement of 3.1 was slight disappointment, but in retrospect this was rather silly. I’ll tell you my thinking, though: previous content patches for the game tended to include three new dungeons, a new raid (either a 24-player casual raid of the Crystal Tower ilk, or an 8-player hardcore raid of the Coil ilk) and maybe some new quests and minor mechanics here and there. And gear, of course. 3.1, meanwhile, only includes two new dungeons, one of which is a “Hard Mode” version of an existing dungeon — Pharos Sirius — which immediately made me feel a bit let down that we weren’t getting as much new stuff as we had in the past.

But then I considered things a bit more, and there are plenty of interesting things happening outside the dungeons, because dungeons aren’t the only interesting thing you can do in the game. They’re cool, sure, but I get the impression that Yoshi-P and the FFXIV team very much want to try and shake up the basic formula of the game a little bit having got it where they want to be over the course of A Realm Reborn and vanilla Heavensward. In other words, that means getting people out of the “grind the same thing over and over” mentality and into doing more varied things.

Perhaps the thing I’m most intrigued by — and most mystified by — is the new Exploratory Missions system, whereby individual players, parties, alliances and Free Companies can fly off into the Sea of Clouds with their airship(s), explore a region for 90 minutes, kick the shit out of some monsters, find treasure, complete objectives and gather stuff. This has the most potential to shake up the basic structure of the game, and I really hope it turns out well.

Details are still a bit thin on the ground as yet, but it seems like there will be three difficulty levels for these exploratory missions, with the hardest level being pitched towards Free Companies with their own airships. Monsters will have difficulty ranks between 1 and 6 instead of conventional levels, and there are apparently Hunt-esque “marks” to defeat as well as regular monsters. There will be objectives to complete that will allow players to earn the all-important Tomestones to upgrade their equipment, and treasure chests that contain new Aetherial equipment with randomised stats.

The randomised element of the Exploratory missions is the thing I’m looking forward to the most, to be honest. Exactly how random it is I’m not entirely sure as yet, but I know at the very least there will be several different areas that you can fly to when you start one of these missions — it seems you won’t be able to explicitly pick where you want to go and will instead be assigned a random landing point in a random region. The equipment you can find will be scattered in bronze, silver and gold chests, and presumably tracking these chests down will involve actual exploration of the area rather than the current situation in dungeons, where equipment can be found in boss chests and stuff in all the other chests is fairly underwhelming in its awesomeness, usually consisting of either potions or crafting materials.

Aside from the Exploratory Missions, the thing I’m looking forward to the most is the new Minstrel’s Ballad trial, which is a considerably expanded version of the final boss fight from the Heavensward story quests. This was an absolutely spectacular fight, albeit not particularly difficult, so it will be exciting to have the opportunity to see this realised as something closer to what the creators apparently originally intended. It will be a ten-phase fight — they stopped short of going for thirteen phases to match the thirteen Knights of the Round — and will apparently be on par difficulty-wise with Extreme-level primal fights and the first area of Alexander (Savage). Hopefully this doesn’t mean it will be a glorified DPS check like Alexander is, but from the little I’ve seen of it so far, it looks like there’s going to be some interesting mechanics at play.

Anyway. Patch 3.1 is coming in early November, which isn’t far away now. I’m really looking forward to seeing what it has to offer, and actually a little bit thankful that the new Relic weapons — which are apparently known as “Anima Weapons” — aren’t coming immediately, instead inviting us to grind ourselves into oblivion from patch 3.15 onwards.

In the meantime, I’ve got Dark Knight to level 50 today, so only ten levels to go before I can officially retire Paladin for the most part and start playing a tank class with a bit more damage output at high level! Darksiiiiiiide!

1746: Tomestones of Poetics

Page_1Andie and I have had more of a chance to delve into Final Fantasy XIV’s latest patch Dreams of Ice today, and I’ve now had the chance to jump in to most of the new pieces of playable content, with the exception of the Final Coil of Bahamut (which is still a way off yet) and the Extreme difficulty version of the fight against iconic Final Fantasy character — or the Final Fantasy XIV incarnation of her, anyway — Shiva.

The first couple of days after a patch drops are an exciting, enjoyable time to be playing, because most people who are online at the same time as you are in a similar situation to you — they’re learning new fights without any foreknowledge of what is to come, and with the fact that guides for these new fights tend not to crop up until a week or two after the actual patch drops, you have little option but to either try and figure things out for yourself or trust the word of the people you’re playing with. It’s a lot of fun, puts everyone on a much more level playing field than later in a patch’s lifecycle, and leads to a certain degree of camaraderie as everyone comes together to work out the best ways to take things on.

After two days, we have a few bits and pieces figured out.

We know that the first boss in Sastasha (Hard) has a very powerful attack that hits anyone except the tank, and this can be stunned — though like most enemies in Final Fantasy XIV, it builds up a gradual resistance to Stun if you keep doing it over and over. Instead, it’s important that the healers ensure no-one is afflicted with the “Slime” status effect when this attack comes, as although the attack is powerful, it will never kill you outright; the damage over time from Slime, however, may well finish you off after one of these almost-deadly blows.

We know that the second boss in Sastasha (Hard) is sometimes bugged, but that you can proceed through the fight even if it seems to have frozen up by stopping your attack for a moment.

We have no idea how the final boss in Sastasha (Hard) works, but it seems that killing all the Kraken’s arms prevents it from summoning deadly waterspouts, while keeping out of reach of its tentacles allows you to pelt its head with impunity.

The Sunken Temple of Qarn (Hard) likewise has three interesting bosses. The first is a multi-part boss who seems to go down quickly if you kill his parts in a certain order, ending with the head. He has a habit of summoning nasty quicksand traps for you to be dragged under.

The second Sunken Temple of Qarn (Hard) boss features regular DPS checks, any time it starts casting 100,000 Needles (which actually only does 25,000 damage, disappointingly, but this is still enough to kill even the most well-geared tank). Throughout the fight, he has friends pop up, some of which are simple cannon fodder, one of which is aggro-locked to a random player — often the healer from the look of things — and another of which covers the main boss, protecting it from damage.

The third Sunken Temple of Qarn (Hard) boss is relatively simple mechanics-wise, but enjoyable to play. Essentially you’re playing Waves mode from Geometry Wars 2, avoiding occasional sweeping waves of mummies that run across the battlefield, cursing you if they touch you, while simultaneously trying to batter the boss down to size. Later in the fight, you also have to contend with a line-of-sight attack which also inflicts the curse status on you — get four stacks of this and you temporarily turn into a mummy, running diagonally across the field and potentially afflicting your allies with the curse in the process if they don’t get out of the way.

Snowcloak, meanwhile, is unusual in that it’s actually part of the main story for once — most of the other level 50 dungeons have been unlocked through sidequests. Snowcloak is a part of the main narrative, however, but it still works in much the same way, and again has three interesting bosses to power through, as well as some enjoyable “enemy gauntlets” to fight through.

The first fight in Snowcloak is relatively easy. Like the final boss of Sunken Temple of Qarn (Hard), you’re trying to avoid getting four stacks of a debuff on you — though in this case, it freezes you for a few seconds rather than turning you into a mummy.

The second fight in Snowcloak is becoming known as “Yeti Billiards” because it involves freezing Spriggan adds in the boss’ area-effect attack, then hitting the snowballs this creates back into the boss. Freeze the same snowball more than once and it will grow in size, causing it to deal considerably more damage when it hits the boss.

The third fight in Snowcloak is actually pretty straightforward. You simply have to avoid icicles falling on your head, then spot the two that are going to shoot across the battlefield, injuring anyone in their path, then hide behind the third one before the boss does his group-wide Lunar Cry move, which freezes anyone it has line-of-sight with. There’s a lot of moving around, and it’s a lot of fun — if a little easy once you know what you’re doing.

All this isn’t even getting onto the utterly ridiculous but hugely enjoyable fight against Final Fantasy VI characters Ultros and Typhon, or the conflict against Shiva. There’s been a lot to discover over the last few days, and people are still learning. It’s a fun time to be playing; over time it will settle down into more of a “routine” like in previous patches, but for now, it’s one of those times that, for the most part, tends to show the community at its best, most cooperative and most helpful towards one another.

1599: Through the Maelstrom Again

Final Fantasy XIV patch day! If you don’t play an MMO, it’s probably difficult for you to understand why people get excited about patches, but we really do.

The reason for this is that, more so than any other type of game out there, MMO patches can considerably improve the experience of the game for everyone playing as well as adding new content to enjoy. And Final Fantasy XIV has definitely been delivering on that front since it launched.

Since launch, the game has, so far, enjoyed two major content patches and a few smaller patches along the way. These smaller ones are arguably the most interesting ones in many ways, because they tend to be the ones that improve the players’ “quality of life” in various ways — perhaps through interface refinements, perhaps through balancing tweaks, perhaps through adjustments to the way the game works based on the community’s feedback.

So far, we’ve seen all of the above. We’ve seen the easy to miss red targeting markers for enemy attacks replaced with more brightly coloured, pulsing markers. We’ve seen the addition of the Challenge and Sightseeing logs to give people more things to do and ways to earn rewards. We’ve seen adjustments to the endgame currencies as the average “item level” of endgame players gradually increases. And we’ve seen much-appreciated little usability tweaks, like the fact you can now get off a chocobo you’re riding by pressing the shoulder buttons on your controller rather than having to twat about with hotbars and icons.

The game is still recognisable as what it was when it launched — it was already a solid game then, after all — but the refinements it has enjoyed ever since mean that it has been consistently, constantly improving — and, more importantly, it’s proof that the development team is both willing to listen to players and implement some of their best ideas.

The game is going from strength to strength, in other words. And they said subscription-based MMOs were dead.