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  1. #71
    Player
    YakushiHinata's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    79
    Character
    Eldyria Valdori
    World
    Moogle
    Main Class
    Arcanist Lv 100
    I know SE has been saying that adding additional effects to gear sets would be a risky move for multiple reasons, but Eureka is the perfect testing ground for something like this to see how the community would like it!
    Add effects to the relic armor and weapons, for example one thing that crossed my mind when upgrading my SMN to +1's and +2's, the Channeler's Horn +2, "Increases damage of Egi attacks." but make those effects only be active inside Eureka, make the gear worth getting and upgrading to be used inside Eureka for more than just bragging rights of being able to dye the final set and for future usage when this content gets expanded on and we can upgrade it to next stage.

    As someone who dedicated quite a bit time into the early days on XI up to the days Abyssea, I'm loving Eureka so far, the grind for next level, the level down risk of running into area you are not meant to be yet, forming exp groups and setting up camp and pull monster after monster, competing with a nearby group to see who could pull and kill their the fastest, the danger of high level monsters killing you, everything!
    (0)

  2. #72
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by ThysGuy View Post
    The game NO LONGER HAS SUPPORT FROM SQUARE!!
    Sure...that's why it still receives monthly updates. The only thing that stopped 2 years ago is the "story" content.
    Quote Originally Posted by ThysGuy View Post
    Why bring it back?
    Because some people like this type of content. You don't ? Then don't do it, and wait for your turn to receive a content that fits your playstyle...if XIV doesn't already offers that...and if it does, then play this content and let us enjoy the recent one that we like.
    I personally don't care about receiving the same type of dungeons over and over and over, shoud I come here and say that ARR and HW already did it, so it's time for Stormblood to shift completely ?
    Quote Originally Posted by ThysGuy View Post
    But Eureka? That ain't new!
    This is new in XIV. If you don't find it new because other games have done it, then why aren't you complaining about every other content in XIV since nothing it actually ever did was new ?
    (2)

  3. #73
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Didn't FFXI receive an update recently? I'm positive they had a callback campaign sometime ago with some updates to it
    (0)

  4. #74
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by YakushiHinata View Post
    I know SE has been saying that adding additional effects to gear sets would be a risky move for multiple reasons, but Eureka is the perfect testing ground for something like this to see how the community would like it!
    I thought of some additionnal effects that could be interesting to have but not gamebreaking. Imagine if Fang & Claw and Wheeling Thrust still have their native potency of whatever it was at the start (100, IIRC), and the Eureka relic increased them to what the 260 they are now, but keeping the positionnal potency untouched.

    Technically, a perfect player that would hit all positionals would not see a change with it, but for less skilled ones, it could be a good way to catch up a little. And even for good ones, it would help a little for the few times you can't actually hit your position.

    PLD's divine mastery on Clemency is also not that big of a deal in savage raid, where the party don't expect them to heal themselves. So, if the Eureka was the one to hold this effect, if wouldn't change the raid meta, but could help a lot for PLDs who like to play solo.
    (0)

  5. #75
    Player
    Keridwyn's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    680
    Character
    Keridwyn Maeve
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Remedi View Post
    Not even kidding but the relic grind is essentially the rogue dagger legendary from wow.
    And we didn't get a cool hologram of us murdering deathwing when we got them unlike those jerks with the stick!

    That makes me think though, why not have a neat cosmetic button like the Fangs (just without the cooldown that rendered it 90% pointless and 10% fun). Why couldn't we poke the button to toggle on a neat particle effect or something?
    (0)

  6. #76
    Player
    Tanathya's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    659
    Character
    Selena Schwarz
    World
    Ragnarok
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ThysGuy View Post
    THIS. ISN'T. FINAL. FANTASY XI!! FFXI ENDED 2 years ago! Let it go!
    You seem to be very sore about it. I guess Valkurm was too much for you lol.

    Quote Originally Posted by cakesphere View Post
    The problem is they gated a relic behind this mess.

    I don't want to play ffxi when I log on. I want to play ffxiv. Why the **** does relic require this
    Don't worry, you're not playing FFXI by doing Eureka. Congratulations!

    Quote Originally Posted by Fhaerron View Post
    Eureka is not FFXI.

    /thread
    This, so much. Stop comparing this crappy atempt at reskinning Diadem with a couple of FFXI mechanics (magic aggro and blood aggro) with something as, at the very least, deep as FFXI is.
    (0)
    Last edited by Tanathya; 03-17-2018 at 05:25 AM.

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