I recall the Anima Lux being the best for about a week before they added that one pvp weapon reskin to the diadem.
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While that may be the case, it doesn't change the fact this is quite the grind for gear that can't even outdo the tomestone equivalent. In roughly two months, new stuff will be released pushing it back even further until 4.35 finally brings it close or on par with Savage. For a lot of people, that simply isn't enough of an incentive.
That alone told me how little faith they had in Diadem 2.0. If they actually believed it might draw interest, they never would have put an i280 weapon in there regardless of the RNG it was gated behind.
There won't be an overall ilvl upgrade in 4.3, so the relic won't be pushed back "further". In 4.35, however, chances are the Eureka stuff will be bumped to the same ilvl as tome weapon, with the addition on materia slots. And if they thought the firt stage was too long, the next will probably be short to compensate.
The real problem we have is that tome weapons are too powerful, so there's no room for a higher ilvl without competing against raid weapons. Picture this...in 4.3, we'll have either Seiryu or Suzaku EX, which will probably drop weapons. Considering nothing can be better than raid weapons, this new trial will, at best, drop i365 weapons. But, at the same time, they'll release the next Ivalice raid, that will give easier access to i370 tome weapons...So, basically, EX primal weapon are useless...
My solution for that should be to basically remove tome and raid weapons. Raid already drops the best armors, so, for me other contents should drop the best accessories and weapon. Back in 2.0, there were no philosophy and mythology weapons, so relic had much more value.
The idea was to offer meaningful rewards even for raiders, since Diadem 2.0 was the last update before Stormblood. But apparently, giving a new goal to raiders just piss them off. Which is probaly why Ultimate Coil doesn't drop higher weapons, despite being (I was told) much harder than Savage.
48 hours later and I haven’t gone back. \o/
How much you want to bet next Eureka update is a new map, new items... Same grinding?
I would also suggest letting the Eureka glamour gear be desynthable. Also something needs to be done to help out players who start late since even just being a few days behind the pack makes you have a hard time getting groups in there and the solo experience is not fun.
As solo player i cant realy enjoy eureka. Lvling takes way to long im still lvl 3 and no NM/Fate group wants to invite me because im to low. groups for beating monster are not worth the time im faster in sense of xp when i beat solo lvl 2 or 3 enemys. Also i need like 1 1/2 hour or more of brainless grinding to reach next lvl. This Eureka reminds me of the hundrets of free Asia MMOs with their mindless and ultraboring grind.
I realy wonder what will happen after the first 2 weeks when most people are allready 10 and higher, i realy guess most new players will have a realy hard time finding a fate group there. Also i hate delvling in any game, if wanted all the FFIX stuff i would play FFIX and not this ripoff.
I am glad they are fixing the lockboxes but I'm not sure it's going to be enough to get me in again to grind for the Relic (I'll probably go in a few more times with friends for loot and giggles).
Things I don't like:
- There is only one 'right' way to play.
Joining the NM train is so much more efficient than anything else you can do. It's also safer as you are less likely to get aggro while running across the map and much more likely to get a rez if you get unlucky.
I'd like grinding mobs in small groups to be more rewarding and would prefer it if all mobs could drop lootboxes.
I'd really like some variety for levelling, too. I posted at length in the 'Constructive' thread so I'll keep this short. Dailies and a weekly quest would be really helpful and hopefully we'd get inventive, novel quests that require some thought or use new mechanics, not 'Go kill x', or 'Go kill x amount of...'
- The story is threadbare.
Once we get there, it's basically go find stuff for Krile and then come back in X levels so you can be sent off again to find stuff for Krile...
I'd like a lot more depth here. Hopefully we get more later.
- The death penalty sucks.
I get the punishing poor play idea and I can tolerate it in a single player game, but I don't like it in a situation where you are in a group in the open world.
It's a bit tough to be punished for someone else's mistake (eg. Tank decides to pull too many mobs) or when a random person drags high level mobs over and wipes your entire group either by accident or for laughs.
- Level penalty makes grouping with lower level players unattractive.
- Level-Lock on Aetherytes makes no sense and discourages exploration.
We had a situation yesterday where all the high level players tp'd out of the Ziz area after the fate and left the lowbies to run across the map as best they could. We were right by the Aetheryte but we couldn't attune.
I'd like Phoenix Downs or something similar to be available from the vendor.
I'd also like an item like a Resurrection Scroll that would get you back to base without any penalty if you were KO'd. This could be added to the lootboxes or even the vendor. I'd be fine with putting a strict limit on how many we can carry and/or giving it a long cool-down.
Generally, I like the idea of Eureka. The actual area is gorgeous but we've been given only one thing to do there and there are no rewards for exploring. The low xp for killing mobs, the lack of story and the lack of things to do make it feel a bit lacklustre. On top of all that, the levelling feels dull and slow.
I never even questioned doing the Anima, but I doubt I'll bother with the Relic this time round unless there are significant changes.