Get this man on the development team.
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I assume that it has something to do with XI's classes allowing use of multiple weapon types, instead of a single weapon being the core of the Job identity (I also presume that WoW's specs are similar to XIV in this regard, but I do not know if WoW allowed specs use of multiple weapon types)
In XI you still have a core identity by weapon or main weapon. You could just equip different ones with potency/accuracy varying depending on said weapon.
As far as Iconic? Artifact armor represents that more than any weapon in game.
So we have the dragoon armor of Kain in this game.
Do we have Cecil's Dark Armor? The light armor drops in a raid correct?
The subdividing of the duty finder is essential for relic. If you don't understand the relics purpose with old dungeons then you don't understand the importance of the relic.
I am well aware of that, but XIV makes that a little different, by making the weapon the core of Job Identity (see Armory system)
The Baron Helm is a LE thing while I think the rest of the armor has been tied to preorders, as far as I know his paladin getup is not in the game as raid dropsQuote:
So we have the dragoon armor of Kain in this game.
Do we have Cecil's Dark Armor? The light armor drops in a raid correct?
As someone who completed a relic in XI, I can assure you that the storyline alongside them was... brief. You paid currency to a Goblin. That's it. Just an asshole goblin, who took your coins and gave you an upgraded weapon. Then later on you did the same with Moogles. Just... moogles. They gave you tasks, and you got them stuff, and killed a bunch of things, and that was it.
The cutscene when you finally unlocked the last stage of the 75 weapon was notable only in that you probably had your entire linkshell with you cheering you on and it was a party. But the actual cutscene was under a minute.
Now, the mythics and the Empyreans were a bit more developed. I think mythic had the best system, but it was still a grind to end all grinds, holy heck.
I like XIV's weapon systems. The story and cutscenes are a lot more in depth. The grind has more variety - get the poetics and esto any way you want. Hunts? Dungeons? PotD? PVP? It's choose your own grind.
I just tried to work on my second Anima Weapon. I gave up on the first step after 1 hr, Fate grinding RNG. What a boring and lazy design. If their plan was to have people always being in those areas, it failed. Just like the Crystal tower anima step. No one does them anymore. The world is empty once again and everyone chills in the cities.
I was in a Dynamis linkshell with people building their relics well before the changes to make it more solo-friendly (I was in it for the Relic armor more than anything). Reading the process in Wikia turned me off almost immediately and it made me wonder "who in their right mind would burn up millions upon millions of gil for ONE WEAPON?!". Considering the scarcity of 100's in each area, I'm still shocked that people went through with that process over a nearly 2-year period. For those who wonder why I oppose such ideas for XIV so vehemently, this is the main reason. Mythic and, to a lesser extent, Empyrean weapons were not much better a process. I much preferred the Trial of the Magians concept which let me build serviceable weapons on my own time, according to what I wanted for my jobs (INT on Blue Mage swords didn't exactly grow on trees). To my mind, such a system could work in 4.0 as the next step from Anima, with varying secondary or even special stats on offer.
I did relic in FFXI and the story was amazing. I felt so sad reading about the weapons original character forms and how they all died alone in the snow ; ; Idk what others are talking about..the story of the relics is something I'll never ever forget. The Hydra Corps had an amaaaazing story!
XIV's story doesn't even come close to how I was touched by the XI relics story...meh. Trade it to the bald headed guy and try to read his accent...lol.
I also am not a fan how there is no original content that corresponds with the relic.
I always took the vanilla subtlety of story as part of the appeal. You kinda absorbed the story through the environment and side details/stories than you did from anything actively given to you, akin to how many players find games like Dark Souls to be so deep and rich with story, despite there being little actually directly provided. Hell, unless you did most, if not all, nation/job/side quest/relic/etc storylines, you really did miss out on understanding the impact.
There were many aspects regarding story in XI that intertwined with other areas and jobs, sometimes even going extremely deep into it. I think a lot of the mysterious characters that had any mention at the end of relic quests, other than they tragically fell to the primary antagonists of the game, didn't really get their story brought up until future expansions, and even those were somewhat little, but the overall story was understood enough to make it a tragic one. That kind of storytelling that you work for (i.e. piece together) often leave the best impressions.
Legion and its relic quest is out for what...1 month ?
You know where the Relic was, one month after 2.0 ? A very rare sight because people were still getting their ass kicked by Titan HM.
We'll see where it will go after Legion is out for two years...or even for the next expansion when level 120 is the new cap and better gear is obtainable without being gated behind the whole Legion content.
WoW's artifact lore is decent, but the talent tree side of it they could have just given to people as level up upgrades/traits really.
The extra ability could have just been a level up ability, too. Most of the "talents" are just "Increase damage of x by y% which is pretty generic and the traits are similar to things they gave people for just leveling up in WoD so I guess you could say it is extra work for stuff they gave you for free before.
The actual random drop from cache legendaries are the things with the "special" stats.
The artifact isn't going to last into the next expansion anyways, they already said that. The traits will probably be merged into the abilities if they are going to keep them and the artifact will be trashed just like the other easy to get legendaries before it. (cape from MoP, ring from WoD)
Actually you probably can do it in 5 but you'll have to go back to the beginning a couple times to get the gear strong enough to progress through all floors first.
I could say alot about what I didn't like about Relic, Mythic, Emp, Adoulin weapons from FFXI. I don't play WoW but I'm sure its not an 2 to 5 year slow grind in a goup to get it done.
Having 3 tanks with the same relic stats (VIT and DET) makes it kind of pointless. Would be nice if they let us expand into element resistance. That way I could have 3 tanks with different builds for different boss fights. Same could apply for DPS and healers. One tank could be high fire resistant the others could be ice, earth, lightning, water or wind. Would make getting multiple relics worth it and it could be fun switching tanks to suit the boss fight.