Everybody is up in arms the last couple of days about the relic, but I think this is honestly just the harvest reaped from the failure of diadem. At the end of the day, we all deep down knew this is what the relic was going to involve. This is what it has always involved. A way of forcing us into doing the old content over and over to make it easier for the new tier of players to get loot and clears. I'm honestly not too hurt about the relic, you'll have it for when new content is difficult enough to justify it. It's frustrating to see they haven't managed to come up with something new and clever for the relic, which I'm sure we were all hoping, but at the heart of it I'm not upset.
Diadem on the other hand is a different story. It was hyped as some kind of new FC centred exploration group activity. Everybody I know had their imagination running wild of what endless possibilities there could be for this new content. Instead we got hunts. Seriously, this is just hunts.
Diadem in a nutshell
- One large ordinary static zone
- Lots of monsters with large amounts of health (and very little else except bronty)
- Gathering nodes randomly around
- Crystals with buffs [almost inconsequential]
- Small quest list with minor importance
Now I like the gear with the random glamours. That is fun (except no dyed high allagan gear QQ)
What I thought Diadem could have been
- Dynamic changing areas (at least fog of war / some random generation)
- Monsters don't respawn, progress felt in the zone as you go
- Gathering nodes that are static, but also ones requiring participation (with DoW/M or gathering quests)
- Interesting interactive areas/objects/missions with dynamic changes
- Quests and missions which you could branch off to participate in as a team with rewards
- Monsters and mini-bosses with reused mechanics in new ways. Or perhaps mini-quests where suddenly you learn that the Kobolds have summoned titan and you have to go put him down and when you arrive Garuda is there as well! Some of the old content could have been brought back in creative ways through the avenue of diadem to make it feel exciting.
- The idea of letting 72 people be in the instance all the time too just hurts this, it limits some of the creativity and balance curve. I honestly think it should just of been a 24 man limit and some kind of scaling that changes if you have 2-8, 9-16, 17-24 people with you when you get there. This could have allowed the team to balance and create some interesting scenarios/missions/quests/add interesting combinations of old bosses from raids/trials to the zones.
Diadem ends up just being an instanced hunt arena. People call the tracks, we all run there, pray we got enough credit for a gold chest, move on and repeat. In my heart I can't accept that is what Yoshi thought we wanted. Unless truly the development team thinks we love hunts? Is that why we keep getting hunts as part of the catch up and why you created diadem? If this is the thought process I totally understand, but in my experience nobody really likes hunts that much, is that just the people I spend my time with? Do the majority really like this? Just for catharsis I want to hear from the developers about their vision for diadem. If this is what they wanted to create then I can at least be at ease, but I just feel this had the potential to be a real adventure area and a dump for all their old content to remain relevant and still fun.
Sorry just wanted to share my thoughts and vent a little. I don't know how to get a response or catch the eye of the developer team, but just wanted to throw some of my rambled thoughts down here to inspire creative design for the game I love and maybe get an answer in the process.