I have to hope that it's not some stupidly boring achievement like the tank mount achievments where you had to tank 200 end-game full party instances to obtain them. If the intention behind the tank mounts was to encourage more tanks to play in DF/DR to help others it failed dismally. If this Mentor system amounts to the same sort of thing for other jobs as well, it will fail just as hard. You can't measure a person's suitability as a mentor based on their willingness to farm high level content.
Unfortunately it's abundantly clear that there are many forum participants (and by extension players in game) who - as you're pointing out - do not believe that the relic is that third path where you can obtain decent gear through long term effort, and instead feel it too should be gated behind raid difficulty content. I'll never understand the need that some folks have to disenfranchise other people to make themselves feel better.
Only in the interior of houses, personal chambers and Inn rooms. I'm note sure what happens if you place it in the Free Company House. Presumably the music is heard throughout the house, but not in private chambers or the workshop. That would mean your FC could place on in their house, and you could place one in your personal chamber allowing you to hear different music there vs the main part of the FC house.
Yes please. Secondary stats that mean something, how about attack affinity and vulnerability, and status attacks and resistances, and even elements too? I'd like to see it possible to change your stat build and see some meaningful change in the performance of your job. I know it might be harder to balance, but simplifying everything in order to make balance easier just leads to homogenized jobs and roles.
I'd like to see some kind of item affinity built into the gear, similar to the Grand Company gear. For example, if you have the artifact armor set, and wear it as a set, each additional piece from that set should amplify the power of the other pieces, such that a player equipped with full artifact gear should be more powerful than you would think if you just add the stats on the gear together. I'd also like to see some kind of random gear affinity applied to dungeon drops and Tomestone gear. but make the affinity itself hidden, so you can only find through trial and error which pieces have an affinity for each other and amplify each other. Weapons should also factor into this. It would make a great long term objective to piece together a gear set with strong affinity that on paper might look to be weak, but due to gear affinity is stronger than it looks.
512 per block. They didn't say how many blocks would be available, I would think that as all the individual rooms are instanced, there would be next to no limit, and it would grow dynamically with demand.
lol, I've spent a lot of time defending players who might not be the most skilled people on the planet, but good lord if you can't best Chimera and Hydra, heaven help you. If he'd talked about Titan in the terms he discussed the Chimera and Hydra trials I would have been onboard, but even back in the day when we were all appropriately leveled and geared (and not over geared at all) these two trials were still typically one and done deals. Hell I ran Chimera recently for my Bard relic (I figured I ought to go back and get it at least) and we burned the thing to the ground where it spawns. For that matter, Garuda was pretty much burned to a crisp before her sisters even hit the ground...sad really that what are described as trials are more trials of patience while queuing than they are trials of skill.