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  1. #1
    Player
    Coatl's Avatar
    Join Date
    May 2014
    Posts
    747
    Character
    Coatl Days
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Eh. I never really understood why some would want unique and exciting content that struck the balance between casual and hardcore players. The game already has something like that, it's called Extreme Primals/Second coil. The original relic required you to beat the deadly three's amped up versions and it was no small feat at the same of release.

    But SE didn't build the relic upgrades in line with difficult content because they probably didn't want to gate a relic weapon through well..difficult content!

    As to the stigma of Relic owners being unskilled and casual, it's mostly untrue anyways. If you have time to put into a relic then you have more than enough time to coil. Most of the Raiders have relics too.
    (3)
    Last edited by Coatl; 12-17-2014 at 02:29 AM.

  2. #2
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Coatl View Post
    As to the stigma of Relic owners being unskilled and casual, it's mostly untrue anyways. If you have time to put into a relic then you have more than enough time to coil. Most of the Raiders have relics too.
    You also need 7 others who are also somewhat competent. It's only a matter of time after that. Relics offer a way to progress without depending on 7 others; you can accrue atma, materia, light, gil, and zodiac pieces at your own pace.

    As for unique content, the first leg of relic quest introduced Hydra and Chimera instances--these are the only pieces of unique content in the entirety of the relic/zodiac series to date. Everything else depends on grinding existing content.


    I would like to see a return to 1.0's formula of a) unique, challenging content (Ifrit EX/and relic leves), and b) revisiting old content in a new way (Garu with no KO, 17m dungeons). Now I know mandatory speed runs are opposed to XIV's design philosophy and community opinion, so it doesn't have to be exactly that. Maybe a DPS-, tank-, and healer-only WP run, or a MGS dungeon run where you have to avoid all mobs. Something familiar, but mechanically different.
    (0)