When I started with the Game, I looked forward to their planned cycle of quarterly releases. While I think SE does most of the time quite a good job and bring in as much features and additions per quarter as possible, I also see how it is limiting them.

Everybody knows how glorious it felt to get your first Relict weapon back in 2.0. A nice story around it, lots of Primals to defeat and a learning phase for each of the fights. Nothing that can done in a day (well today you do the whole quest line in under 2 hours but that's a different story).

When I compare that to the "thanks God I am done and will NEVER do it again" feeling of ATMA, Animus and Novus incarnations, I know what's wrong. Instead of feeling to have accomplished something, you are just glad it is over. Why is it this way? Because instead of designing a new, interesting and challenging quest line, they took the road of heavy grinding using already existing Game elements like Dungeons, FATES, moar FATES and random open World mobs.

Cheap to produce, cheap to test and possible to implement in the 3 months time frame. But is ANY update since Zenith Fun and feels rewarding? I do not know a single player who enjoyed any of the updates since Zenith. All were moaning about it, yet still doing it because their Relic weapon means something to them and they want to keep it up to date. And all just glad it is over.

I for once would prefer fewer upgrades to former Relict weapons but meaningful ones. Tied to a real quest, tied to boss fights. It must not be as hard as Coil to keep it available to the majority of players but hey, Titan HM was a road block once and we all succeeded so what speaks against a new challenge of this Caliber?