Well... If we become the warrior of darkness does that mean we farm darkness for the next relic?
If so that sounds really easy after watching konosuba… >.>
Well... If we become the warrior of darkness does that mean we farm darkness for the next relic?
If so that sounds really easy after watching konosuba… >.>
Mastercrafting. Have raids and other serious content (to be added, I guess) drop actual parts. Some are the chassis, while others can only augment or act as base material for other chassis.
You can build up rep, essentially, with different NPC artisans and so forth so they can augment, install, or assemble these parts. Or you can find player crafters. Or be one.
You build your own relic.
Granular, but with noticeable breakpoints to be hyped about. Few if any parts are RNG-based. Difficult content may be required, however. Grindy options allow you access to easier combat tasks by which to instead acquire the given part, but everything of value should as if directly from something difficult for the individual pursuer.


I actually like this idea, and it makes sense lore wise as well. I know Gerolt is supposed to be 'the realm's greatest blacksmith', but damn it, our own crafting skill has got to be getting close to his by now.Mastercrafting. Have raids and other serious content (to be added, I guess) drop actual parts. Some are the chassis, while others can only augment or act as base material for other chassis.
You can build up rep, essentially, with different NPC artisans and so forth so they can augment, install, or assemble these parts. Or you can find player crafters. Or be one.
You build your own relic.
Granular, but with noticeable breakpoints to be hyped about. Few if any parts are RNG-based. Difficult content may be required, however. Grindy options allow you access to easier combat tasks by which to instead acquire the given part, but everything of value should as if directly from something difficult for the individual pursuer.


1.- Second to only one during all expansion till patch X.55. Were it get's a +5 item level advantage over the prior raid weapon. It becomes best in slot.
2.- Stat customization will never be random, it will always be customizable.
3.- Progress will not be RNG based, it will be based on set goals of repeating tasks, beating challenges and the time frames will be sensible enough as to allow players to acquire easily 4 of these weapons during the "relevancy" of their usage. That is, about 3 times faster than the current acquisition speed.
4.- Aside customization through Glamours, at every step of the progress there will be at least one model alteration option available to players: Auras, Moving Parts, Both. Further steps could include "interchangeable" models or even alteration to weapon skill animations/colours based on the previous options.
5.- Lore background closely related to most important events in game, the Legendary Weapons are to become something more like the true partner or companion of the Warrior of Light/Darkness.
Last edited by Alexandre_Noireau; 02-01-2019 at 02:29 PM.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"



We need a relic that involves both open world, dungeons+trials and also includes the craft+gatherer system.
But not the ways we have seen so far, and im talking about random dungeon drop items/light farm, Atma grinding or buying off materials from market board.
It would be actually fun to reward people who have been farming parts to get turn ins from trials be it nm or ex mode. I actually liked Heavensward relic, because you had multiple ways to farm your needed materials with multiple ways such as crafting or running alexander nm raids.
What we miss is party made content, like quests you could do with your friends or other people in the open world. And im not talking about quests to just kill simply 1000 monsters. But quests that have some gimmicks to them, puzzles or exploration/go find an item without a marker indication but only hints.
We need a relic that is fun to do.
Last edited by xbahax92; 02-01-2019 at 02:59 PM.
Honestly, I'd be okay if they just brought back the same system that was used for Heavensward. I think the biggest takeaway from Eureka for me has been that relic weapons have nowhere near enough of a prestige factor to warrant its own game feature for it, especially if that feature is as godawful as Eureka.



I want Eureka but without Pagos. Just take the advances and good from Eureka and make it like that from start to finish.
I actually like the concept of going somewhere to just DO RELIC stuff. I mean, in the open world I get very side tracked very easy.
Just the thought of getting more poetics for my relic gets drowned out by "hmmm, maybe I should level crafting!/ Oh, a maps party?/ I wanna Nid scale, those go for 4mil!/ I just need the last 3 birdos .../ Should I try to get another Dog?/ Can I finally clear snake boi if I try all night?/ I need to race my Chocobo for my Clog .."
When I go to Eureka I just focus on eureka and only do it for a bit. Enough to make progress until I feel like I'm good for the night and can return to the whirlwind of options I have.


I don't get the point of relics in the current state of the game if they only become worth-using late in the patches / game.
We're getting most likely iLvl 400-405 Hydatos weapons by mid February, but people into high level did not need them to down Alphascape Savage, people can pretty much beat Ext primals with basic gear, and having a BiS weapon won't make you avoid wiping an alliance on Orbonne if you cannot space out those red markers on Thundergod.
We need to give them some relevance in game before we think about a funky way to forge them in my opinion.
What I want from the Relic...
1. No requiring crafting/gathering classes. If they want to add them as an alternative to get something, maybe as a faster one, that I could understand. Like the last step of ilvl 210 HW Relic, unless you had the required crafting and gathering classes to 60 or were willing to spend way more gil than the weapon would ever be worth, you couldn't do it until 3.38 (the quests were added 3.15, there was 8 months between there).
2. Quantifiable grinds, no RNG. If you want people to do a whole load of FATEs, make it require that. Don't make things a 0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001% drop from FATEs.
3. Keep it up to date, don't only update the relic with 5.x5 patches, but with the release of new raids, new tomestones and what not to keep the relics actually relevant in ilvl. Nothing quite like downgrading back to your "legendary" weapon because it's months out of date.
This is also my main draw to Eureka. Everything you do there is contributing to the Relic while also getting you tomes and lockboxes. I dreaded the step in HW when I had to get HQ crafted materials and 1 million poetics or w/e it was. I dont craft, i dont gather; i fight stuff and I'm mostly poor. Eureka is well suited for me.I want Eureka but without Pagos. Just take the advances and good from Eureka and make it like that from start to finish.
I actually like the concept of going somewhere to just DO RELIC stuff. I mean, in the open world I get very side tracked very easy.
When I go to Eureka I just focus on eureka and only do it for a bit. Enough to make progress until I feel like I'm good for the night and can return to the whirlwind of options I have.
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