To each their own. I personally hated that step and chose to avoid doing the Relic until it was nerfed.
To each their own. I personally hated that step and chose to avoid doing the Relic until it was nerfed.
I just think they nerfed it really too hard, to the point that it's easily done on your own. Reducing the price and/or number of items was a blessing, but I think they should have kept the specialist crafts to make people work together.
And, after several sessions of Eureka, it gave the same vibe to me, that if people work together, it will be a smooth experience for everyone. My worst session was when people tried to rush to the train even with a level clearly too low, leave party members behind because if they die, they were too low to lose XP, etc...
That's why I think that what Eureka could use is not simply a level sync system. My opinion is that it should have a handicap system, where you'd manually reduce your elemental level to gain more rewards. This way, if the train is forced to wait on pops, high level players could retain a steady income of rewards by reducing their level, giving more room for new players to join parties.
Last edited by Reynhart; 03-23-2018 at 06:49 PM.
Perhaps they knew ahead that players would not enjoy the same content re-branded as Eureka but knew people would always do Relic no matter hence why they tied Relic to eureka, lol
They really need to encourage more of this thing. Crafting and gathering are there, and you've got a wide open continent in Eureka. Integrate them into it and give groups something more ways to accomplish stuff.I liked that step back then. It was a bit long but it gave me a reason to do something that nothing else did : Create a team of very different players from my FC where a group worked towards a common goal.
DoW/M escorted DoL in Diadem, who then gives materials to DoH, who created specialist items for DoW/M.
We even spend some of our FC funds to make sure our crafters and gatherers have the best gear to facilitate every step...
Survivor of Housing Savage 2018.
Discord: Tridus#2642
Someone suggesting an interesting thing, by revamping an idea from Hamlet Defense 1.0 (Yes, even 1.0 did some things right) : Having gatherers and crafters participate by providing buffs and debuffs to the zone.
By gathering some spots, maybe you could reduce the elemental power of nearby monsters...crafters could create enchantments that everybody could benefit from, etc...
I'm fine with crafters and gatherers being a part of the Relic, just... no Specialists. I don't have any Specialist crafter/gatherer friends :<
You can change specialist 3 times a week so you can potentially have been specialized in 6 crafters a week and it's really easy to get red scripts to change specialists.
Sounds great! Form a party where gatherers have to go out and gather stuff, hand it off to crafters who make the thing, and some combat folks to escort them while they work and place the thing, which benefits everyone in the area or even the whole zone.Someone suggesting an interesting thing, by revamping an idea from Hamlet Defense 1.0 (Yes, even 1.0 did some things right) : Having gatherers and crafters participate by providing buffs and debuffs to the zone.
By gathering some spots, maybe you could reduce the elemental power of nearby monsters...crafters could create enchantments that everybody could benefit from, etc...
I'd be all over that, adds some variety and cooperative objectives.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
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