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Listen: All MMOs in existence are Grinds. If, at anytime, you play with your sights set on a specific goal and then do content over and over to reach that goal then that is a grind. We all did it in Single Player RPGs for farming random battles, and we all do it here. If you play League, Heroes, DOTA, Hearthstone, Destiny, Monster Hunter, Pokemon, Tales of (Series), then you will eventually grind on something. It doesn't matter if it's Monster carves for the next piece of gear, individual games for an overall online rank, Walking a path over and over to hatch a perfect IV Pokemon, or farm easy battles to XP, it's all grinding.
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But, Blizzard designed the early days of WoW with tons of gear and deception. But the acceptable kind. I remember leveling a druid (because I wanted to do all things), and encountering their sets of "Of the Monkey" and "Of the Tiger" and thinking that I need to collect the Tiger set because I wanted to use the cat form exclusively and the bear form in emergencies. The deceptive part came, when I learned that I had to run the instances where the gear dropped over and over until I not only got the piece I wanted, but also got the RNG rolls of stats that I wanted. The random nature made it "exciting" but only as far as keeping me playing, not as far as giving me what I wanted. Eventually I wound up out-leveling the content and no needing to ever pick up that pieces that I set out searching for. Great design in keeping me playing, bad design in letting me reach my goal. Here in FFXIV know what piece to look for because they created categories for classes, not for stat grouping with no RNG.
If you can't see that FFXIV's system is wow system for leveling gear (because what you re talking about is leveling gear, there was no RNG in endgame gear stats before WoD), with less stats variety (because one class=one type of gear, in wow 1 class = potentially 3 set of different gears), then you obviously didn't play wow enough.