I'm not thrilled so far, but we'll see how it ends up.
To me, the most problematic thing is that thus far, the elemental wheel does not, in fact, really alter combat. It impacts *planning* for content, but that's not really the same thing. Thus far, it also appears like the content is shallow, in that it boils down to rapid-fire chaining of weak monsters and throwing dozens of players at NMs when they spawn. It's certainly possible additional components are lurking in the higher levels, or that SE is planning on adding additional mechanics to Eureka, but thus far it doesn't appear like the content will have the texture or depth of, say, {sky} or {sea} or Abyssea from FFXI (which is what I personally wanted).
I also question SE's decisions regarding solo'ability - or the utter lack thereof - in Eureka. Even assuming high drop rates at higher levels, this content strongly emphasizes parties. For FFXI, I wouldn't have had an issue with that, actually; that was a party-based game, and everyone knew it. For FFXIV, it feels like an awfully harsh about-face, and the complete and total absence of any other meaningful, solo-oriented content grinds in Stormblood worsens the problem.
All in all, I'd say I'm underwhelmed. I went in hoping for "Abyssea meets FFXIV", was willing to settle for a spiritual successor to Palace of the Dead that was oriented toward level-cap progression rather than leveling, and feel instead like I've gotten some 'meh' combination of Hunts and Diadem wrapped around a grind that seems to have drawn its inspiration from the original Atma grind in 2.x. C'est la vie; lord knows we shouldn't be surprised at this point by SE's failures to deliver inspired content.
Bullshit. I've not seen anyone on the forums crying for brainless and difficult grinds. Difficulty, sure, but not brainless difficulty. You, sir, are willfully misrepresenting the general content-related complaints floating around on the forums.

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