I read your whole post (saying this because I've been accused before of just skimming over others posts), the whole waking up for work analogy just means this: We do simple repetitive tasks at work all day, and Magian trials as well as Abyssea farming just seems like work for some people, but I guess you're not one of them.
Anyways, I'm not trying to ridicule anyone for liking Abyssea. All I'm asking for is a difficulty increase and dynamic depth to battle tactics and strategies. But IMO they are making the game a little TOO easy, and a little TOO simple. "Farming" seals was not my idea of endgame content.
If the battles were actually difficult and made me use my brain in order to defeat the enemy, then yea I'd still be playing. Pre-Endgame 75, even doing an EXP PT you had to think of tactics and strategies depending on where your PT camped at, and what jobs you had.
You know what pissed me off? The counter for Utsusemi. And it all happened because whiney players who subbed /NIN (It wasn't even their MAIN job for crying out loud) complained that "Boohoo, counting shadows is so annoying!"
NIN pre-endgame 75 was a very, very FUN job. You had to focus and time your nukes and enfeeble ninjutsu correctly. You had to WATCH your enemy carefully to determine when you would cast your next Utsusemi. Timing was key. It was FREAKEN fun to count those shadows, and "Pro Ninja's" were the ones who could do that, and at the same time keep hate, WS, SC and MB.
But overnight, as soon as the shadow counter was added, NIN went from being a cool IN DEPTH DYNAMIC JOB, to being a cakewalk @$$ wipe job, and stole all the fun out it.
The example given of a NIN pre-endgame 75, is EXACTLY what I'm talking about in regards to "IN DEPTH, DYNAMIC, STRATEGIC, GAMEPLAY"
God Dang!!! my posts are so good.
(yea yea, lots of caps because I really feel strongly about this topic)


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