You don't have to do it if you don't want to, relic weapons is a long term archivement for some players, I like the way it was implemented
You don't have to do it if you don't want to, relic weapons is a long term archivement for some players, I like the way it was implemented
I know alot of players in my ls who were dsgruntled about the current use of RNG and just yesterday they were complaining about this exact thing. I know they and i agree with this thread and would like to see SE come up with something better.
I support this.
For Idiots who say "oh we will get long cooldowns", no, just increase the amount you NEED to get, and offer it regular ally.
Hmm i have seen this somewhere, where was it, i think it was a primal with wings and had boobs, was recent...
Build your progression ladder properly, and stop being lazy SE.
It doesn't bother you that Relic weapons may be obsolete by the time 2.0 rolls around? The amount of work, the type of work, and the reward are not in line with the design. I like quality "grinds" over quantity/RNG grinds. The examples by the OP I would have FUN doing. People have done cutters cry and AV 50+ times on speed runs just to get Darklight. Now they'll have to do it again 50+ times for Relics.
Doing the same content 100+ times, with an RNG component is not fun. The concept of "speed runs" also devalues the content. People are running away from mobs instead of enjoying killing them. It makes an otherwise fun thing to do, into a chore with the reward being on luck (a very low chance at that). There's a better way. The current way isn't it.
You don't know if they will be obsolete or not, maybe can be upgraded in the future who knows. It was already stated that they will be difficult to get them, now we know that sometimes difficult mean get lucky. Like i said if you don't like the stats for the amount of work you have to do it to get them you don't have to do it
I agree with you that it should be difficult to get. It should take time and effort. The OP agrees with you. That's not the issue. It's the definition of "difficult." You can do what SE has currently designed GRIND GRIND GRIND, RNG GRIND RNG GRIND RNG... etc etc. This means frustration and potentially people leaving the game. I guarantee that if they want this game to be a success after 2.0, MOST people (IMHO) will not stand for this TYPE of grind.
If the difficulty was qualitative instead of quantitative (boring grind) and chance (RNG) most people would happily do it because there is a measurable amount of progress and it is challenging (in a good way).
Some of the OPs ideas sound amazingly fun (i.e. decapitating world NMs) vs. Speed run 100x + RNG drop....
Long/boring/grind/of repetivie content does not make it difficult.. it makes i frustrating.
Make this based on skill and people will actually feel rewarded for the 100s of hours they put into getting a Relic.
Tangible Progress - Plox
I wonder how many people would be upset if SE just changed it and said.
SE: We have heard your cries and are changing the relic system to all point based!
You require: 2000 Hamlet points (one per win)
You require: 1000 materia points (One per double Tier IV meld, four for tripple, 10 for quad)
You require: 1000 Cutters cry points (One per win, two if speed run)
You require: 1000 Aurum vale points (One per win, two if speed run)
It's got points guys~