It seems that a lot of ppl been talking about Campaign/VW/Nyzul issue, but not a lot talk about Legion issue. So I decided to brought it up. Below are just some of my opinion, feel free to point out if there are anything I do wrong that I can fix to solve the problem.
I don't know about JP community nor other server, but atm it's extremely hard to make an ally of 18 ppl(nor 36 of course) for legion hall of Mul full clear run.
I don't mind having a hard and challenging event to do, but if even making a full ally to even start the event is hard, then this problem should be solved first.
And there are a few possible reasons.
1.Legion is an event that actually require experienced ppl, and possibly tweak their gear set/merit/play style just for this event, so they know what to do and how to avoid mistake. Some of the more hardcore/experienced/elite player I know of, recently either quit for FF14/GW2, or just stopped doing it after got everything from it.
It's extremely hard to find rep for this event too, since new member need to start learning everything again, and possibly build legion specific gear set for their jobs. Majority of player isn't interested in spending weeks or months to get certain gear for one of the job just so that they can do 1 event. Majority of player isn't interested in doing an event with high chance of failing. Majority of players would rather do Nyzul, dyna, salvage, VW where you have less chance of failing nor got into a shitty group.
2. The fact that you need to tweak your gear set/merit/play style just for this event, kinda shut off half of the ppl interested in this event when it's already not very popular. Say if I need a SCH, out of all the SCHs I know probably only a few has right skill level for stuns/embrava, and even lower % semi interested in legion, and out of all the SCH interested in legion with right skill set, probably none of them has stun macc set or comfortable with stun position.
3. This event also needlessly shut off many jobs/weapons on the job list. And it really has nothing to do with whether you're hardcore/elite or not.
For example, currently it's known that Mul wave 2 has enemy crit-hit %- trait. This is a needless penalty for any crit-hit WS DD such as Ukon WAR/Vere MNK. On top of all the NM with high evasion and def, also pretty much been saying "Ragnarok or gtfo".
Rag has such advantage over other weapons in Mul due to WAR 2hr and high accuracy, that it's not really fair. Why would none-rag DD have to suffer such large gap in terms of DD ability?
Now you're probably going to say, "Just build a Rag!" As stated before, majority of player isn't interested in building a relic just for 1 event.
Now you're probably going to argue, "Why are you complaining about min-maxing in MMO? You're the one who choose to use optimal setup first!" "DD job will have hierarchy no matter what!"
But that's really due to the structure of legion hall of Mul.
If I can't find a bunch of Rag DDs for VW, I can still use other DDs, the difference is just clear it in 2 min or clear in 5 min.
This applies to Nyzul. If I can't find most optimal setup, I can still aim for F80 clear for 25 times. Also plenty of groups been using none optimal jobs and get F100 clears.
In order to get Mul wave 3 clear, you need to deal over 1 million damage in 30 min with 5 DD, and probably WAR 2hr reso zerg. With the time so limited, there are very little room to make mistake, only thing you can rely on is perfect stuns/PD and good dmg.
If you don't clear wave 3 NM, you won't get worthwhile drop(nobody is interested in wave 1 2 drop anymore except Gallu/rex drops). So it's a hit or miss, that the room to use sub-optimal setup is way less than VW/Nyzul etc. If you didn't clear Rex, you won't see Rex drop, so 1 million+ dmg or gtfo.
So, when this is an event that only small % of playerbase is interested in it, and small % of player has right job, and even smaller % of ppl has right gear for their right job or willing to make right gear for legion job just for legion, it got very hard to make an ally with high winning chance for it. And 36 player ally isn't even common at all in NA/EU playerbase.
My server has about 1.1k~1.3k players on NA prime time, which was much lower than last year. I feel at this point of time, NA playerbase is just too small to have this sort of elite/hardcore event that requires 18+ ppl. And if you're EU playerbase or even something like GMT+3, good luck finding a group at all.
This event needs to be more friendly to more players. I'm not asking it to get a nerf with displacer, nor asking it to be easier. I'm asking it to be more accessable to more players, the whether they clear or not is depend on them.
So I'm going to make following suggestions:
1. Remove enemy crit-hit rate- trait on wave 2, lower all NM's evasion, defense and maybe their level too. This should close the gap between rag and other weapon DDs. High evasion/defense and crit-hit rate- trait is just needless penalty on many jobs/weapons.
2. Lower stun resist on Mantis. Mantis death prophet easily ruin a run. And requiring a full macc set for stun to land is just shutting half of the SCH out of the door since it's not needed that much in other events. This should also apply to DD too. You shouldn't need to spend week/months to prepare certain gear set for just 1 event, you should be able to jump in with what you have now. The success of an event should determine on pt organization, communication and skill, instead of relying on having to make certain gear set just for it. If you can stun fast enough, then you can stun it and vice versa.
3. Make wave 3 NMs, Gallu+rex, pop on wave 1 or 2. Or make wave 1 or 2 mobs drop Gallu/rex drops.
Note that I understand the point of legion is "the more you kill the better reward". So dev can make wave 1 or 2 Gallu rex drop has very low drop rate, and the higher wave you reach, the higher drop rate.
Again, this should close the gap a bit and less "Rag WAR or gtfo". A pt with 5x relic SAM or MNK should have at least a bit higher chance to see rex drop like a pt of 5x rag DRK WAR.
Reward wise, legion is actually pretty balanced IMO. The fact that Gallu/Rex on wave 3 has 100% drop slot pretty much offers good reward for more effort. However, this event needs to be more accessable to more players with different job, without having to prepare certain gear/another job for it. Needing to build certain relic/lv certain job just to do 1 event does not make the event more challenging. A lot of ppl I know of suddenly jump to "Ace DD" after their Rag done, without having anything special but just Rag. Before their Rag they're not even close on another Relic/empy DD.
4. Make all the future hardcore endgame content aim for 6~10 dedicated players, but no higher than 12. Ideally only need 6. It may not be that hard to make 18 or 36 ally for JP players, but it's hard for NA players. And probably very hard for EU, near impossible for other regions.
If possible, make 6 player version legion too ._.
Hardcore endgame content means only small % of playerbase can do, and interested in doing, due to higher chance of failure, more skill/gear requirement and so on. FFXI atm already don't have a lot of players, making it requiring 18 hardcore ppl is a pain in the ass.