So many players ITT are saying they've started liking Eureka more after reaching the high levels. Makes me wonder what the reception would have been like if we started at the elemental level people like most. I didn't hate the original Diadem or the second version but I do dislike Eureka and the leveling system is the reason. I don't see why making everything so frustrating in the beginning was necessary.

Close to 20 now and it is not "rewarding" to finally be able to travel and fight monsters of the appropriate level the way I've already been able to in the open world. Making it more tedious to fate grind and then easing the tedium seems like a weird way to make us enjoy fate grinding. Oddly it worked on some people, good for them I guess. Hopefully this leveling grind doesn't carry on to the next part. They could make the map full of level 20-25 mobs and just let us start at level 20 with more focus on interesting mechanics (weather, elemental affinity, spawn conditions, fight mechanics, quests) and less on overcoming arbitrary gates.

So, what do you guys think of the hotfixes?

◆FINAL FANTASY XIV HotFixes (Mar. 27, 2018)◆

■The following changes have been made to The Forbidden Land, Eureka.
・The Chain Bonus for chains 5/10/15/20/25/30 have been increased.
・The experience gained when defeating a monster with one or two players has been increased.
・The priority of displaying certain Notorious Monsters has been adjusted.
・The “Ensnare” ability used by some monsters has been changed to “Expell”.

■The rewards received from Anemos Lockboxes has been adjusted as follows.
・Eurekan Potions have been added as a reward.
・The drop rate of fireworks items have been decreased.

■The following items are no longer untradeable.
・Eurekan glamour items / Wicked Winds Whisper Orchestrion Roll / No Quarter Orchestrion Roll

■The following issues have been addressed.
・In The Forbidden Land, Eureka, the draw-in effect of the Predatorial Instinct ability used by the Notorious Monster Polyphemus would sometimes take a moment to register, making it impossible to avoid 10,000-tonze Swing.
・Under specific conditions, using the Eternity Ring would teleport the player outside the map.
・The potency listed on the help text for the Dreadwyrm Trance action was incorrect.