Results 1 to 8 of 8

Hybrid View

  1. #1
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    You can exceed the 1000 character limit by using the "edit" function. Figured I'd let you know, since everyone hates that dumb limit and it shouldn't exist in the first place.

    As for your idea, I don't mind it; however, I don't think it would be grindy enough. I realize that most people hate the grind, but it is a necessary feature of the Relic weapons. Otherwise they might as well just hand them out at vendors. Unfortunately, I don't think that repeating story quest instanced fights would provide any length or challenge. If they included repeating parts of the story as a smaller part of a longer grind, then it would probably fit better.
    (1)

  2. #2
    Player
    Craigen's Avatar
    Join Date
    Jan 2016
    Posts
    16
    Character
    Craigen Macgregor
    World
    Leviathan
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Februs View Post
    You can exceed the 1000 character limit by using the "edit" function. Figured I'd let you know, since everyone hates that dumb limit and it shouldn't exist in the first place.

    As for your idea, I don't mind it; however, I don't think it would be grindy enough. I realize that most people hate the grind, but it is a necessary feature of the Relic weapons. Otherwise they might as well just hand them out at vendors. Unfortunately, I don't think that repeating story quest instanced fights would provide any length or challenge. If they included repeating parts of the story as a smaller part of a longer grind, then it would probably fit better.
    Definitely agree the relic weapons should be "grindy", but I was more expecting it to be either an interlude step that might not change the ilvl (like one of the steps from 2.0 relic) or perhaps not even consider it a step unto itself and only be a sub-component of a step. No reason to break the ratio of input effort to output reward. Something like "do a bunch of reminiscing and maybe you'll figure out what the next turn in item is that you need".

    The purpose was more to address:
    a)Adding some variety into the anima weapon quests. Breaking up the grind a bit isn't ever a bad idea and keeps the workload high without feeling stale
    b)To get a bit more mileage out of the already developed class/job quest content. It may not serve much for content padding but there's also a lot of reused content to give the dev team shortcuts, depending on how they want to address the difficulty thing.

    And for the difficulty, the added challenge can come from:
    a)Gear swaps and/or
    b)Ramping up the difficulty a la Minstrel's Ballad

    PS: Thank you for the char limit tip!
    (0)
    Last edited by Craigen; 01-16-2016 at 06:16 AM. Reason: length