The vast majority of my light has been obtained from chaining enemies.
Getting a higher chain count increases the chance of gaining light and defeating an adapted/mutated monster seems to guarantee a light gain, as well.
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No, that's not true at all. It's just that the light is more like Protean Crystals from Anemos. So, you can get them from killing mobs, it's just that if you're in a group that's killing mobs 5-7 levels higher than you have a better chance. I've heard suggestions that there might be bonuses as well, but no confirmation.
I found that the proportion of light I got from chains was a lot more than the amount from NMs, but it's going to depend on which NMs spawn and your level. I'm only level 27, so that limits the NMs that give me light.
Currently 29 almost level 30.. I found eureka in general more tolerable the first week. The second week I was able to I drive friends around and at least see them die which was really fun but now that is dead.. 35 can't come soon enough.
The 60 second chain timer is so tight you honestly can't even talk, hp is scaled really high so 30 chains take so long. Damage is also super high if you are fighting mobs 5+ levels above you, you won't even be able to talk as a Healer. Also if a chain breaks most likely people wil leave the party, if a chain does get to 30 most parties break up anyway. GREAT DESIGN RIGHT HERE!
I dislike eureka train because of afkers being rewarded, I dislike diadem because of rng rewards but wow Pagos is on a whole new level of hate. This type of content has just been a big letdown.
It's the worst, It's so slow. All the mechanics in it fight the design of the instance. It's been like this forever with these exploratory missions PoC.
it's just weird. Instances in general have been established as when you go in the group is working together toward a goal. Even the alliance raids that have multiple groups. The exploratory and eureka have had this issue where all the player brought into the instance are no longer working together infarct they are competing for limited resources.
This goes against the games general design and feel. It was tolerable in Anemos, because the NM had all the groups working together and they were plentiful enough that no one was that competitive with the mobs before hand so they all work together to spawn the NMs with no one minding sacrificing the experience the mobs used to spawn them.
Now in Pagos, the NMs are far and in between so the mobs used to spawn them have become a limited and valuable resource. Groups are no longer working together they are competing to tag these mobs to get their groups experience resulting in groups sabotaging other groups to lay claim to an area. It goes against what this game has been trying to foster. The feel of Pagos is real slow and there is no cooperation in the instance anymore.
You know what? Eureka as a whole isn't enough to make me quit the game entirely, but Pagos, as it stands, might be enough to make me quit achievement hunting, and only ever resub every other month to stay up to date with content (and maybe a little bit with gear), as well as keep my house whilst spending time with friends who still play. Seriously, fuck this "side content" that Yoshi more or less used as a selling point of Stormblood.
If I wanted a poor man's XI, or any version of XI, I would go play XI. Just like in Heavensward with cast bars on Bards (and Mch too I suppose); if I wanted to play something with a cast bar then I would have played a caster, such as Smn or Blm. Please, SE, stop trying to make any part of XIV akin to XI. I like XIV largely because it isn't XI. Just... ugh.
Bad form, Yoshi.
I guess the systems are working as intended and don't think any concepts are necessarily broken. This just does not look fun at all. Also despite the grinding in previous relic quests this game had, it at least still let me go at my own pace. I feel like I am depending on the pace of multiple people to get stuff done. Or better to say, at least the previous relic quests were consistent with FFXIV's philosophy of game design. This expansion's relic quest seems to go against that level of consistency of design. I know it is an MMO, but I believe in general this is bad game design.
I miss the old relics...
I'm almost to level 30, and the grind is awful.
Non-stop monster grinding is starting to make my wrists ache, a friend of mine with carpal tunnel can't even do it. But every time I take a break and idle a little to eat and rest- people make me feel bad and consider me an afk'er and moocher. Just because I need to rest my hands and want to sit and talk with my friends for a little while (since talking is impossible when you are constantly chaining monsters desperately trying to reach that 30 chain)
When a friend of mine finally was able to try Pagos (they weren't able to get time off until this weekend) our level gap was so huge that I couldn't even attempt to help her with any content. I couldn't help her with her challenge log, and even if we weren't in the same party and I tried to back her up, she would get no credit or exp. NM are so spread out that it's now hard to reach one in time if you were anywhere else on the map grinding monsters. And yet, despite SE's obvious attempt to stop the fate train, they tied relics to Fates anyway. So we have to do it, but also it's much harder.
It's overall just very frustrating.
I'm sorry but Pagos is just horrible and there's really nothing fun about it. There's not much else to say since all the reasons have been stated at this point.
Every time I do see someone, though, who says unironically that they like Pagos, I just shake my head at them. I mean, I know different strokes for different folks, and some people like terrible, terrible things, but come on.