"Don't understand". Yes because "grind X mobs to spawn a FATE" is such a complex mechanic. "Oh but there's an elemental wheel that bolsters your attack or defense depending on your element as opposed to the enemy's". So complex. Please.
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You are now talking about complexity... Did you know that simple things could be the most challenging?
Example: draw a perfect circle by free-hand. Can you do that now? No. You need skill.
Plus: you are mentioning just two of the many mechanics of Eureka.
See you at the Logos Manipulator and at The Baldesion Arsenal.
So now it takes skill to mindlessly kill mobs to spawn a FATE? Who knew? Maybe you just mean it takes skill to navigate the over crowded map without pulling unwanted mobs? Maybe.
I would love to see you at the Logos Manipulator and Baldesion Arsenal, but first I have to deal with the mindless slog and that's where the roadblock is. If you were paying attention you would understand that.
Unfortunately, "mindless slog" is kind of what the devs intend for it to be.
Not just from a design standpoint (it's meant to emulate FF11's levelling experience), but marketing as well (grinds exist to tie you to the game, let's be real).
So I doubt there's going to be much changing that.
Not saying that you're wrong in feeling that way. I WISH they had done a lot more with these areas. But I feel like SE just made it clear what they wanted out of it, and they don't really tend to go back to old content and make it any better. At least, not without a complete overhaul.
Plus, it doesn't factor into any gameplay part anymore, as it's its own isolated thing.
No, it doesn't take skill but attention and study. You failed also to mention that the mobs you are talking about must be killed at certain weather conditions too (and in certain areas yes, you need a lot a skill).
You are again showing ignorance on the subject.
Just for you to know: I am paying a lot of attention. I am in fact destroying each one of your "points".
And this is a fact.
That much is true. I mean, let's face it, even if you don't go out spawning NMs in FF11, you also won't be pulling in so many mobs all at once, even with a party. That's an almost sure-fire way of getting you killed.
Issue is, FF14 isn't FF11, no matter how much the devs insisted on trying to approximate the two in Eureka. The reason why it failed to properly emulate the experience is because 14's own nature won't allow for the same sort of system. So they did 'whatever' with it: make mobs take long to kill and yield little experience while also removing experience and levels should you die to them.
The fate grind was to try and replicate the NM system. But FATEs aren't NMs, and the way they did it led to FATE trains. Even I at the time said as much: "lol they wanted to make it FF11, but it doesn't work. This isn't how FF11 played like, this is just FF14 trying to force itself to look like 11 and failing at it".
So yeah. I totally understand that yes, it IS a glorified fate grind area and nothing more. It's just that the leading principle behind making these areas was trying to copy old-style MMO experiences.
Oh, I'm so sorry I missed an arbitrary mechanic.
https://imgur.com/vymGv8Z