Final Fantasy XIV - Kiwi Free Company

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Decided to just up and quit this game entirely. The repetitive nature of the patch cycles, the insufferable cuntish playerbase and the underwhelming plotline so far and the new expansion trailer just put me off entirely. RIP this game I spend 6 years into just becoming less and less appealing.
 
Decided to just up and quit this game entirely. The repetitive nature of the patch cycles, the insufferable cuntish playerbase and the underwhelming plotline so far and the new expansion trailer just put me off entirely. RIP this game I spend 6 years into just becoming less and less appealing.
Careful, the playerbase will crucify you if you so much as slightly criticize the game. But really, so much of the fanbase are a bunch of cultists. A bunch of Yoshi-P dickriders.
 
Decided to just up and quit this game entirely. The repetitive nature of the patch cycles, the insufferable cuntish playerbase and the underwhelming plotline so far and the new expansion trailer just put me off entirely. RIP this game I spend 6 years into just becoming less and less appealing.

Can't say I blame you; this past patch cycle has been pretty weak in particular, and the fanbase alone would be a viable reason to quit. I admit, I'm not all that enthusiastic about Dawntrail myself; if it doesn't impress, then I'll probably be dropping the game myself.

Bit of a shame, but better to just end the game on a high note than to keep going and burn yourself out.
 
Yeah, I dunno why, but ever since finishing Endwalker 6.0, I've just been slowly getting burnt out over the game. The characters feel like fanservice-pandering shells of their former selves with any of them dying being treated like a damn copout repeatedly. It's come to the point where I actually think Papalymo got it off good and went out with dignity compared to how the rest would turn out in the long run.

The patch cycles are just the same thing content-wise usually that I feel like I'm just going through the motions, at some point just skipping cutscenes to get to gameplay, but the savage raiding and FC shitshows is insufferable that I don't even have the patience anymore to put up with these snowflakes.

It's painful to ditch something I sunk over 10.000 hours of gameplay into, but I really feel this game's lost any last semblance of it's appeal to me.

(BTW does anyone else find it gay as fuck that they only allow 1 character retrieval option period?)
 
There are still some jobs like SAM or even GNB that are needlessly busy, GNB mainly because of Continuation which should be deleted. But the challenge in learning a job is trying to understand how all the pieces fit together and what the fuck everything is there for.
I dunno, GNB without continuation would be boring as fuck. That isn't really button-bloat to me - when GNB had to dedicate 3 separate slots on a hotbar to the Fang combo unless they made a macro, now that was bloat. Since you're normally pushing your other OGCDs in the GNB burst phase before you get to continuation, while you will have to double-weave for some of them, it doesn't feel as insanely hectic as DRK. Continuation helps GNB to feel like it has something to do between its 2 minute windows, which every other tank (including DRK)... just really doesn't. I also can't really say that any of GNB's abilities feel unnecessary or redundant. Well. Okay, Continuation and Hypervelocity should share the same button, because they're the same fucking thing.

I think the better example for shit design and busy-for-the-sake-of-busy is the Paladin rework, if we overlook that DRK's opener is stupidly crammed (which everyone knows). Paladin feels way worse for bloat because it has its whole magic phase suite of abilities that... are not meaningful abilities. Like, I loved the -idea- that you could use Requiescat just before something that required a lot of mobility so you could start firing long-range magic attacks and other tanks would have to just use their shitty pull move, but that almost never happened. Worse, Req had and has a melee range, so if you got the timing wrong, it just fucking sucked.

Having a long-ranged single-target spell is almost never relevant, and having a magic-damage AoE spell over the normal AoE is never relevant, and the swords combo is just hitting the same button - worse, it's been dumbed down. IN THE SAME EXPANSION IT WAS INTRODUCED. It used to replenish your mana in a way that let you skip a 1-2-3-4-4-4 combo, and it was a second Goring Blade that would fit in the space in a minute between the 2 FoF Goring Blades. Now Goring Blade is just... there? It just does damage? The swords combo doesn't replenish your mana (nor does it need to), and it provides you with healing (???) that you can't use responsively, because it's baked into their own stupid, frantic 2-minute damage window. Why does the class have Goring Blade? Why do you now pop FoF and Req at the same fucking time? Why do certain OGCD skills restore MP that is never actually relevant? Why does this class still have shield bash? Why does it have Shield Lob if Holy Spirit completely replaces any point Lob had the moment it gets introduced? Why are all of these issues still present in a class that was recently reworked?
We get 2 brand new jobs every single expansion we don't need to force a new suite of abilities onto every existing job across 10 levels as well. It's a bad cycle where they keep adding useless or redundant abilities out of obligation, not because it was missing tools or needed to be balanced.
It's also inconsistent. Because PLD got shit on in this game with its new abilities being first somewhat-unnecessary and then reworked into being totally-pointless, but Yoshi's darling the BLM got some absolutely stellar improvements that don't fundamentally make you relearn the class, but open up more avenues to figure things out. A second charge on sharpcast enables you to almost-always have thunderhead or firestarter ready to go, depending on what you need, and Paradox in Umbral Ice serves as a great mobility tool or as a means to skip casting a Blizzard 3 if you have a firestarter going. Paradox was initially a confusing ability that took a while to catch on, whereas the PLD swords combo... was initially stupid, and continues to be stupid. Or GNB getting Double Down, which is just... a button you press in the burst phase. Or RDM getting Resolution, which is just another button you press because it's shiny.
I think job design should provide a much simpler but varied sets of tolls and abilities that you need to use reactively and differently depending on the fight
Unfortunately, this just isn't something that this game, or MMOs in general lately, seem to be moving towards. Because that's very RPG-like. And MMOs aren't really played by RPG fans anymore - they're played by casuals who want farmville, or by turbovirgins who want to speedrun everything all hours of the day as quickly as humanly possible and who will shit themselves if someone chooses to do something remotely inefficient. Every MMO seems to play in a very on-rails way, with obvious rotations and an intended style of play, whereas those that leave it a little bit more up to the players to figure things out... inevitably have a mass exodus as NEETs annoy the shit out of everyone else by insisting that there's one way to play.

I'd like a competitor to actually offer this, too. I played a bit of WoW Classic before said NEET population drove me off, and it was just so refreshing to have different abilities for different circumstances, without feeling like some of the super-niche things -had- to be in steady, continual rotation. But I mean - designing classes exclusively for your most retarded players and content exclusively for your most autistic players seems to be the paradox that modern MMO design is trapped in, FF14 being one of the prime examples.
 
Yeah, I dunno why, but ever since finishing Endwalker 6.0, I've just been slowly getting burnt out over the game. The characters feel like fanservice-pandering shells of their former selves with any of them dying being treated like a damn copout repeatedly. It's come to the point where I actually think Papalymo got it off good and went out with dignity compared to how the rest would turn out in the long run.

Yeah, the Scions really do feel like a crew of Mary Sues, to some extent. I mean, I can appreciate a happy ending, and I love humor, but the majority of the crew feel unrecognizable at this point; Estinian feels like he was made into an idiot jock character for funsies, for instance. I don't think it would be a bad thing to see some more deaths; as morbid as it is, most of the Scions are pretty much vestigial at this point, with Thancred, Estinian and Urianger having already gotten their character development at this point, and Y'shtola just getting annoying with her general character. Hell, they don't even need to die; just have them leave like Lyse did, let a new group join.

The patch cycles are just the same thing content-wise usually that I feel like I'm just going through the motions, at some point just skipping cutscenes to get to gameplay, but the savage raiding and FC shitshows is insufferable that I don't even have the patience anymore to put up with these snowflakes.

The key for Savage is finding a group of friend to run with; otherwise, yeah, you're going to be dealing with the snowflakes no matter what. Doesn't help that most Savage stuff feels like "play perfectly or die instantly" most of the time these days.

Believe me, I'm in a group that has a number of fucking snowflakes in it; I'm legit planning on leaving soon enough, once I get my alt leveled and whatever gear I want to get.

It's painful to ditch something I sunk over 10.000 hours of gameplay into, but I really feel this game's lost any last semblance of it's appeal to me.

I'm having the same issue at this point; I've got some fun leveling some of the jobs, but trying to find out which jobs to play for certain roles is a pain in the ass. Right now, I'm hoping that Dawntrail can maybe fix some things - I'm really hoping RDM gets a buff - but I'm not holding my breath at this point.
 
GNB is the wrong job for continuation because it interferes with what your primary role should be, tanking. Granted this is becoming more and more rare these days but having to double weave all your bursts with continuation means you are not nearly as mobile as other tanks. You can't afford to break away from the boss to move it because you need 100% uptime for your weaves. It also plays terribly for anyone with suboptimal connection if you are in your burst and also need to use mitigation. It's also a really boring way to try and give you something to do. It's literally the exact same skill, a generic damage oGCD, that you're already pressing. If you merged the continuation damage into gnashing fang combo nothing would change. You wouldn't really do anything different other than now you can room to move or use mitigation.

I think you're also looking at GNB from the wrong perspective. You're looking at GNB like SE looks at is, as a pure DPS job and not as a tank. The way you make tanks more engaging and fun isn't by giving them busy work DPS skills. That's not their role. You should be giving them more unique mechanics during a fight like positioning, mitigation, and crowd control. This is the same argument with healers. Their problem isn't that their DPS rotation is boring, the problem is there is no need for healing during the long downtime between mechanics. That assumes the mechanic even dealt any damage to your party.
Paladin feels way worse for bloat because it has its whole magic phase suite of abilities that... are not meaningful abilities.
This I do agree with. I have mixed feelings about the PLD rework. On one hand it flows ok, but the optimal rotation is to cut yourself off mid combo for a burst phase and that should not be the case. It's another example of SE mistiming cooldowns that now needs to be corrected by the player. I like that magic is still a key part of it's rotation, but as you said it is not meaningful. No one cares if you have ranged abilities as a tank. Even ranged jobs spend all their time in melee uptime now. Which again reiterates my point that unless SE is willing to budge on their encounter design, job design can never improve. My hope is that come 7.0 SE will take a brand new look at the core gameplay and encounter design and decide it's time to finally break the mold. It's supposed to be the dawn of a brand new world for FFXIV. If ever there was a time and need for them to flip the table it's now.
Unfortunately, this just isn't something that this game, or MMOs in general lately, seem to be moving towards. Because that's very RPG-like. And MMOs aren't really played by RPG fans anymore - they're played by casuals who want farmville, or by turbovirgins who want to speedrun everything all hours of the day as quickly as humanly possible and who will shit themselves if someone chooses to do something remotely inefficient. Every MMO seems to play in a very on-rails way, with obvious rotations and an intended style of play, whereas those that leave it a little bit more up to the players to figure things out... inevitably have a mass exodus as NEETs annoy the shit out of everyone else by insisting that there's one way to play.
I would actually disagree, I don't think MMOs play even slightly like RPGs anymore. An RPG has some amount of decision making and character building outside of what they look like. FFXIV is as on rails as it gets. Even the gear is nothing except a stat stick or fashion piece. And to be honest I'm ok with it being a theme park. I'm ok with simplifying the meta game. Instead of worrying about getting the right rolls on your gear, or farming for thousands of hours to get the correct drop for your character, that part is all deterministic. I'm even fine with there being no skill trees or skill choices for a job. What I care about is what's given to me feels meaningful and fun. I want to feel like there is a purpose to what I'm doing other than this button has a bigger number. I even think your core rotation should be self-evident. But at least give me some tools that require reaction and timing to use properly. Tank's short mitigation is a step in the right direction. You get better reduction if you press it right before getting hit. Interrupts are a great idea and it's amazing it took so long to get it. But there are so many other things that got completely lost to time like crowd control, resource management, positioning, etc.

I really think SE is actually making it harder on themselves to balance the game trying to juggle so many jobs and abilities. As much as people say the game is too brain dead right now I'd argue it's actually too complicated. It's complicated because of bloat, not because the game is really "hard". But if we trimmed the game way back to a core set of skills, and role abilities that were designed for a purpose they would have less numbers to juggle. Then as they create new mechanics they introduce new skills that handle them, instead of adding new skills because expansion came out.
 
Hell, they don't even need to die; just have them leave like Lyse did, let a new group join.
The only reason I want to see them dead is that they keep pretending to be dead and making overtures in the narrative to them dying. Thancred, for example, was ripe to just retire after ShB. I only want his ass dead because he fake-died in ARR, fake-died in ShB itself, fake-died in EW, and in general doesn't seem to have much to do.

You notice how during the Garlemald segment, they try to play around with the different Scions bringing their skills to the fore and actually contributing to things, whereas in every other segment of the game the Scions just kindof sit around in the background doing literally nothing? They have to be there because of trusts, but their individual perks and skills and abilities don't matter. You could swap them out. Not only have they been flanderized, they've been leveled.
GNB is the wrong job for continuation because it interferes with what your primary role should be, tanking.
I mean, there is not a single tank job in the game that has an actual mechanic involving damage mitigation and reduction as a meaningful choice. The class playing closer to a DPS class makes the class more enjoyable, yeah, because otherwise tanks do nothing and have no choices to make. They are already glutted with so many mitigation and self-heal tools that they genuinely have no use for, the way the game is currently designed, there is nothing for them except to have more engaging rotations.

If you tried to give them more engaging ways to mitigate damage or brought back threat mattering, yeah, that could offer more compelling loops but it also means about 90% of DF tanks can no longer play the role at a basic level of competence. I just don't see them going to that. As it stands, I think The Darkest Night is the only slightly-engaging mitigation ability in the game because it rewards you for expending the shield, IE pressing it at a correct point in time. And it's only slightly engaging because, once you've played with the class for maybe an hour, you already know when to press TBN to get the shield to pop 100% of the time. It grants you the ability to stand in an AoE and not give up damage, but if you moved out of the AoE, you'd just use the mana on damage anyways.
t also plays terribly for anyone with suboptimal connection if you are in your burst and also need to use mitigation. It's also a really boring way to try and give you something to do. It's literally the exact same skill, a generic damage oGCD, that you're already pressing.
So in the busiest period for a GNB, the opener, they have 3 double-weaves, and one of those double-weaves can be split out almost without consequence into an extra single-weave. There's also the single-weave option there that sacrifices a little top-end to keep things fresh. And most encounters don't throw out tankbusters that need to actually be mitigated until after the first burst phase, though that's obviously variable.

DRK has 7 double-weaves, plus abilities you need to press pre-pull where if you fuck the timing up, you will drift the next time the burst phase comes around. There isn't a way to make that class split out into single-weaves without giving up a huge amount of damage potential and royally fucking over the class's potetial. For reference, paladin has 2 and warrior has 1.
fight like positioning, mitigation, and crowd control.
But there are so many other things that got completely lost to time like crowd control, resource management, positioning, etc.
Which is why in not just FF14 but all modern MMOs, the only way to make a tank compelling is to make it play like a DPS class. I don't think we disagree - they aren't RPGs anymore. But I don't think you can have meaningful notions of crowd control, resource management, positioning and so-on if the game plays on-rails with a simplified meta.

Back in The Burning Crusade, several classes outright didn't get brought into Heroic Dungeon PUGs because they had no crowd control, and were thus liabilities. These classes could pump damage pretty well, but the complete lack of crowd control made a balancing nightmare. So in Wrath, Blizzard made crowd control completely irrelevant. There was one pull in the entire expansion, in Ulduar, that needed CC. Everything else was AoE everything tank-and-spank. In Cataclysm, Blizzard wanted to create harder five-man content for intermediate players, and so made dungeons again require crowd control.

The playerbase shat the bed and complained harder than anyone has ever seen before, and so within a few months every last dungeon was made laughably easy to the point where you could ignore all of the mechanics and aoe-tank-and-spank it. And the playerbase loved it. Threat was made irrelevant, the tank classes began to play more and more like DPS classes, and mitigation became far less active and far more "just push this button after everything is grouped up." At the same time, WoW tanks didn't have as extreme of self-sustain as the FF14 ones do, so healers there at least spent most of their time, well, healing.
 
I probably lucked out because I like the company I'm with. I'm not sure what I'd do if I played alone since it seems hard to make lasting friends here.
Unfortunately, this just isn't something that this game, or MMOs in general lately, seem to be moving towards. Because that's very RPG-like. And MMOs aren't really played by RPG fans anymore - they're played by casuals who want farmville, or by turbovirgins who want to speedrun everything all hours of the day as quickly as humanly possible and who will shit themselves if someone chooses to do something remotely inefficient. Every MMO seems to play in a very on-rails way, with obvious rotations and an intended style of play, whereas those that leave it a little bit more up to the players to figure things out... inevitably have a mass exodus as NEETs annoy the shit out of everyone else by insisting that there's one way to play.
Once again, powergamers ruin everything.

(BTW does anyone else find it gay as fuck that they only allow 1 character retrieval option period?)
A what?
 
Yeah, I dunno why, but ever since finishing Endwalker 6.0, I've just been slowly getting burnt out over the game. The characters feel like fanservice-pandering shells of their former selves with any of them dying being treated like a damn copout repeatedly. It's come to the point where I actually think Papalymo got it off good and went out with dignity compared to how the rest would turn out in the long run.

The patch cycles are just the same thing content-wise usually that I feel like I'm just going through the motions, at some point just skipping cutscenes to get to gameplay, but the savage raiding and FC shitshows is insufferable that I don't even have the patience anymore to put up with these snowflakes.

It's painful to ditch something I sunk over 10.000 hours of gameplay into, but I really feel this game's lost any last semblance of it's appeal to me.
I'll take a character having a satisfying conclusion, even if its sad or kinda rushed, over whats happened to the scions where they basically have to repeat the exact same character beats over and over again to no real end. Characters like Lyse leaving the group to help her homeland, Papalymo sacrificing himself to save everyone feels like Shakespeare compared to what the rest have amounted to.

Recently I've replayed the story of Stormblood because I kept hearing people call it the worst expansion because of its story and I couldn't remember much of it. I actually got into it, and while it had problems yeah, those problems felt really minor to me and ultimately just made me miss when this game took itself seriously and didn't pander so much to its fans. I felt the effort they put into the Stormblood story, even if it all didn't work out. It still felt ambitious, the story still feels grand. Endwalker just makes me feel empty.

G'raha Tia is a complete character assassination of what the Crystal Exarch was. They've taken one of the coolest characters from Shadowbringers and turned him into fanserivce and comedic relief, and god damn he's appearing in literally everything. Very prominent in the 6.x story, he's in the alliance raid story, he's even in the eureka orthos story because of course he is.

Estinien doesn't fair much better, literally feels like they went "theres a dragon here so estinein also has to be here!!", and they've been dumbing him down to be a himbo who doesn't know how to use money and is being used for weird sex appeal scenes, where he's also too stupid to understand he should put on clothes before letting people into his residence.

Alphinaud, Thancred, and Urianger basically completed their character arcs years ago, and are just there to fill their positions now. It just feels hollow.
Alisae and Y'shtola never really had character arcs, but Y'shtola already had to repeat her one thing of teleporting into the aether in ShB to try to remain relevant, while Alisaes been stuck jealous of the WOL train since Stormblood, and despite saying she's going to do her own thing and become strong that way, it never happens.

I'm not particularly thrilled to see the entire gang back together in the Dawntrail trailer, doing more of the same. Y'shtola talked about wanting to return to the first, would be a great way to retire the character, but nope she's too marketable so she's there in 7.0 too. For how alive and well thought out the world of FFXIV used to feel, Endwalker is making it feel fake. None of the stakes are real, there is no real danger, there is no real impact. none of the events we're watching matter. The characters plot armor is so thick, hell the core areas of Eorzea were barely even impacted by the Final Days. Coming from the game that turned its EoS of 1.0 into a story event with high budget cinematic cutscenes, I expected more, and I got almost nothing.

Sorry for the rant but I'm really in the same boat, I'm floating somewhere between sunk cost fallacy and quitting if 7.0 feels like more of the same, which so far it looks like its going to be.
 
None of the stakes are real, there is no real danger, there is no real impact. none of the events we're watching matter. The characters plot armor is so thick, hell the core areas of Eorzea were barely even impacted by the Final Days.
I think this is mostly because the devs didn't want to invest time and effort into having separate phased areas for players, where they could update the old zones with new enemies just for those doing the Endwalker quests, because that would have been amazing where in the ARR areas rather than the low level trash you ignore, you leave Gridania to find some level 81 monster ready to fight. Problem is, they can't do that and leave the zones the same for the low level characters.
 
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This is what Square and Yoshi-P do with the sub money, they just burn it.
Another fantasia sale soon I'm sure.
 
Once again, powergamers ruin everything.

Catering to the small loudmouths that want everything to be done a certain way never ends well.

View attachment 5335882

This is what Square and Yoshi-P do with the sub money, they just burn it.
Another fantasia sale soon I'm sure.

Is FF16 any good? I played through the demo, it was... alright. Combat was fun, but again, it was only the demo, so...?

Is fighting as Ifrit only in scripted sequences, or what? How's the rest of the story?
 
Is FF16 any good? I played through the demo, it was... alright. Combat was fun, but again, it was only the demo, so...?

Is fighting as Ifrit only in scripted sequences, or what? How's the rest of the story?
It's fine from what I see. The big thing is how hard it leans into DMC territory. These articles are basically clickbait because they ignore the other failures from Square Enix
 
View attachment 5335882

This is what Square and Yoshi-P do with the sub money, they just burn it.
Another fantasia sale soon I'm sure.
Shitty misleading headline: https://www.ign.com/articles/square-enix-loses-nearly-2-billion-in-value-since-final-fantasy-16
Sorry, I can't archive it for some reason.
A new report from Bloomberg painted a bleak picture of Square Enix, which reported a sharp profit decline in August. Analysts told the publication that Final Fantasy 16 failed to make up for the poor performance of previous Square Enix flops, such as Marvel’s Avengers and Forspoken, and mobile games that were shut down soon after launch.

The root of the problem, sources told Bloomberg, is that producers were given “full reign” over the scope and direction of projects, whose goals can shift “without warning”. The upshot of this is volatility in the quality of the final product.

Square Enix has a new CEO, Takashi Kiryu, who intends to reduce the number of smaller games in the works to focus on big-budget games that have a greater chance of making an impact on the company’s bottom line. Square Enix declined to comment.
Title made it sound like it's XVI's fault when this paragraph is suggesting XVI did well but not well enough to make up for their blockbuster bombs.
 
Problem is, they can't do that and leave the zones the same for the low level characters.
Permanently? Yeah, not really, but temporarily, yes. We could've had instanced duty sequences outside of the major cities, perhaps somehow related to your Grand Company or as an option to go to A, B, or C. Go there, have a cool setpiece, interact with the faction leaders and memorable characters that were callbacks in the Garlemald section. After the conclusion of the duty, leave some permanent aesthetic damage on the surrounding area, and institute something like the Doman Enclave restoration, whereby over the course of weeks you could make donations to gradually restore and even improve the areas that were torn apart in the End Days.

This isn't a 'meaningful' change in many senses, but it at least gives off the impression that something be happened with a literal end-of-the-world event that you resolve in a few hours.
 
Permanently? Yeah, not really, but temporarily, yes. We could've had instanced duty sequences outside of the major cities, perhaps somehow related to your Grand Company or as an option to go to A, B, or C. Go there, have a cool setpiece, interact with the faction leaders and memorable characters that were callbacks in the Garlemald section. After the conclusion of the duty, leave some permanent aesthetic damage on the surrounding area, and institute something like the Doman Enclave restoration, whereby over the course of weeks you could make donations to gradually restore and even improve the areas that were torn apart in the End Days.

This isn't a 'meaningful' change in many senses, but it at least gives off the impression that something be happened with a literal end-of-the-world event that you resolve in a few hours.
This is essentially what they did with Mor Dhona and Idyllshire. They slowly were built up over time and went from being crapholes to actually significantly developed to give the feeling of it changing. Its why there's a trio of NPCs in the latter that are talking about how they're 'done with the project'. Or at least they were there last I went but I don't pop into Idyllshire that often anymore.

I can understand the feeling of burnout and exhaustion. The last couple of patches have felt pretty unimpressive. Its been back to back unimportant shit in the void and sometimes you might be able to see a few kind've slightly amusing things .. but they're usually not related directly to the actual gameplay. I found Zero being a weirdass relatively endearing but then you realize its nothing important to the plot. It feels like the writers and animators are bored too and put more effort into shit not related to the current arc.
 
I am, against the thread vibe, going to attempt to at least partially defend the "Estinien" is retarded with money joke.

Just be warned, explaining jokes is the equivalent of murdering and dissecting them so this will be painfully unfunny.

So let's start with his character beats in a very simplified matter, he's the Azure Dragoon, he spent most of his life worried solely about killing dragons (Nidhogg in particular) and as such has lived a life that could be said to be very close to that of an adventurer, except with the added benefit of (possibly) infinite funds from the Ishgardian church.

So you have a man who barely interacts with society at large as he spends most time in hunting operations, who has financial backing from one of the biggest nations in Eorzea to the point money is never an issue, any equipment he needs, any resource he wants, the church will provide to fuckin' kill dragons, on top of this he's always had "handlers" work out anything that wasn't him making swish kebab out of a dragon so he's never really had to work out requisitions himself (this role falls mostly to Aymeric and anyone below him).

What happens when you reinsert this man who's been bankrolled by the church and state his entire life, and given enormous amounts of wealth (which he never used because he lived in the wilderness 24/7)? he has no effective concept of money, he doesn't know what a night in an inn costs, what a serving of food would normally run you.

It's something that is a bit of a joke in DnD aswell, where higher level adventurers earn so much GP that paying for room and board is more of a formality than anything else, this is Estinien, except taken to 11 because unlike adventurers he's never had to interact with money in any form.

Now that I've horribly and thoroughly murdered that joke explaining why it works and is kind of funny, I'll say that one of the main points of comedy is timing, and the timing of the joke is completely fucking off, as it happens during a time where you're dealing with a fucking world ending crisis and quite some time after Estinien has been reinserted into normal society.

This joke would have worked way better in the final moments of heavensward after the dragonsong war is 100% done and/or in a sidequest (or post EW even), during the MSQ of Endwalker it just falls flat not because it doesn't represent who the character is, but because at that point it's way too late and just ends up causing tonal whiplash on marvel movie levels.
 
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@ChromaQuack I'd always assumed that Estinien was too focused on his quest for revenge and dragon killing to ever be sensible about most things. Its a good part of why the man never cleaned his armor and weapon so much that every single dragon you meet mentions that he reeks. I've just assumed he's socially blunt and stunted at the best of times.

EW has a bad habit of trying to 'ease tension' by injecting a comedic scene or set of them then hammering the brakes. The first trip to Thavnair and the entirety of the moon being good examples. They did it in Shadowbringers too with the entire fish-man section being literally nothing but an intentional stall for time.
 
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