I beg to differ
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In the next version of Eureka eliminates the lame "magic elemental wheel" and just focuses on the mnemes it could be fun. The magic wheel just felt like a gaudy "battle system" mechanics that didn't really offer much depth to the overall system since it only altered how much dmg you took/did.
Good luck finding a game today with flexibility in how you play especially in a MMO. Just look at the top games atm. WoW had a variety of content but is dying, BDO is literally nothing but a grind fest, BnS is pay to grind. Maybe GW2 but it has its own flaws as well.
And if modern standards means games like fallout 76 then we are all doomed.
Eureka while itself not bad, it's a large collection of missteps.
The elemental wheel kind of ends up limiting you to fighting only one type of enemy at a time, if you get a second one pulled it will do so much more damage and take so much less it's not even funny...
The quests take you to the middle of enemies that will kill you in one or two hits...
Pagos light grind decided to get an RNG element involved. They took two systems people found problems in, and took the worst of both!
The problem I had with Eureka is they took the worst of two worlds and said "Kiss!" and gave that to us. What I mean is this:
You could argue MMOs have to types of monster flavoring - Grinding and Challanging. In grind MMOs, you plow through enemies, but they dont give you jack for experience. So its just kill a ton of dudes for a long time to get exp. Its cathartic and doesnt really require immense skill or brainpower. Good to play when you just want to mentally turn off. Challange MMOs had fewer monsters, but they were drastically harder to beat but beating them rewarded you fairly well and was worthwhile per kill. Good for if you wanted something to test your skill out on.
Now what FFXIV did was this : Give us tons of monsters who are super hard to kill and yield very little experience. You cant zone out and grind junk cause youll die cause the monsters hit to hard, and theyre not yielding high rewards for killing them. Its unfun and taking the downsides of those two models and giving it to us. Its why the NM train became a thing: People realized that the best bang for their buck was to kill hard boss monsters worth a ton of experience rather than waste time grinding junk monsters worth nothing but still took the same amount of effort. People went essentially for the Challenge type model cause the grind type model was broke.