Quote Originally Posted by Fyce View Post
So, they should just stop producing content then? People complain about every type of grind. I've not seen a single occurrence where something designed to be a long grind wasn't badly received. At least when it comes to the Relic weapons. People complain about grinds simply because they are that, grinds. Yet, that's what makes the vast majority of MMORPGs.
They will never stop making grindy content. Some will be better than others. But good grinds, in MMORPGs, are not common.
People will always complain , very true. But I don't like this one. Hence the pushback from me. I'm not going to claim everyone hates it, but I sure do.

Quote Originally Posted by Fyce View Post
Eureka trash monsters can one-shot you. Eureka trash monsters all have unique abilities which means that you don't fight all of them the same way. Eureka trash monsters can respawn in your face. How is that subjective? You don't fight a group of Eureka cleaving bears which can shred healers and DPS the way you do with a bunch of dungeon trash which simply auto-attack. That's not subjective. That's as factual as facts can be.
Dungeon trash has unique abilities as well, I'm not sure why you think they don't. Paralyzes, burn down before activation or death, stuns, cleaves: all on dungeon trash in one place or another. Nothing of my appropriate level in Eureka has one shotted me so far, the only time that happens is when my little level 5 rear end has to try and zerg something surrounded by level 10+ monsters. Even the water bishops spells did only half damage when they were 3 levels higher than me. I haven't encountered the same level mob that has a one shot mechanic yet. Then again I'm not exactly a squishy either.
Quote Originally Posted by Fyce View Post
Losing EXP you had or losing EXP you would've got, in the end, translates to exacly the same result: the amount of EXP you need to progress gets altered in a bad way. You've lost time in both cases.
Besides, your initial suggestion was way worse than what we currently have. Without your "MAYBE[...]", if you only have one healer in the group and he gets thrown back in town, it's very likely that your group will wipe. And that's unacceptable. So being able to raise people is absolutly mandatory. Meaning that we end up in the exact same situation as the one we currently have.
The only thing that'd change is the "Level down" thing.
Alright, so the maybe is a definitely , I can concede a recovery mechanic is necessary. However this recovery mechanic is just so the current streak can continue, NOT so that you don't lose previous progress. Your line of thinking is 12k from a NM I didn't get is the same as 12k lost from dying. Absolutely unequal. I'm at a loss to explain how the possibility to lose an entire bar from a series of poor runs vs just NOT progressing is not the same thing. In one case I can walk in to the instance, and walk out levels LOWER than I went in. In the 2nd I can walk out simply where I started. Having a system in which you can theoretically leave with a larger debt than you went in with is not something I desire in any game I play. I see you agree with not being able to level down, so you see there at least should be a line at which the loss stops but do we really have to wager time we already spent?
Quote Originally Posted by Fyce View Post
The current theory is that there's a 2 hours cooldown on Fates. This means that as soon as the high level Fates die, nobody can "farm" them for a while unless they take the risk of going in another instance. But the more people at max level there is, the more difficult this will become.
People are ALREADY doing this. Leaving once the fate they want has been farmed. Why farm the piddling ones when we can possibly re-instance and get the big rewards?
Quote Originally Posted by Fyce View Post
I'm not the one thinking it's a "bad grind". I actually find it better than almost all the steps for the relic and anima grinds. Because it's actually new content. Something we didn't get since the very first step of the relic weapon in ARR. That was in late 2013.
What I don't undertstand is that people will farm years old dungeons to get tomestones/light/whatever currency, but they won't do Eureka. Both are basically the same thing: kill trash, kill boss, repeat. People have been doing hunts for years. People have been doing Fates for years. But suddenly it's an issue? If they asked you to do 200 Fates in each Stormblood map, would people find that more "fun"? And if yes... why?
I'm not going to let you get away with saying it's new content and then in the same paragraph say that it's been done for years. It's the same models. The same fights. The same mechanics. Admittedly I've never seen the map before and of course that had to have some work put behind it and I'm not saying no work was put into it. There's the elemental aspect which is lackluster for me and more annoying than intriguing in my opinion. I have no problem doing varied combinations of old stuff and therein lies my problem with Eureka. It's not varied. Your choices right now: Solo kill one monster at a time and try to chain for a very slowwww progression. Party up and kill monsters quicker and get chains at a decent rate. Party up and farm monsters but break off and try and get some hits in on the NMs that spawn around. Party up and join the zerg, murdering everything when the weather is right for the NMs. Party up and sit in the town , going out ONLY when the NM's spawn. The devil is in the details. 200 fates includes guarding things, attacking things, escorting things, gathering things and many combinations therein. Eureka currently is "attack things" and that's it. No puzzles, no following, no gathering. This is my problem. Add some variety and likely my opinion will improve.