Did you attack the boss? One of the weird things about how it works is that despite being in a party, you need to individually whack the boss with something to get any credit at all. One Stone should have done it (although several is safer), after which your healing counts. Why? Reasons. But it's not like a dungeon where if you wind up spam healing and never hitting what the party is fighting, you still get full credit. In Eureka, you MUST hit it at least once.
One time I was running to a NM that the tank in our party was already at. It was at 10% by time I got there. Hit it with a single Fleche. Got gold, because our tank was there for longer. It's unfortunate you didn't get it, because Rider would have been worth several thousand XP to you.
That's what I was thinking too. If you like the Omega story or not is subjective, but it does make an attempt at having one (shamelessly fanservice-y though it is, Omega was first mentioned back in ARR, so its not like they just pulled it out of nowhere). Kugane Castle has more story than Eureka does right now, given that Eureka's story is all in the setup. Once you get in there, basically nothing happens. Krile complains that the aethernet is still blocked by stuff even after you've regained access to it (not that the game tells you when you gain access to it)... and thats it. The shielded buildings you can see on top of a cliff give more story than the actual story, and they don't do anything except sit there.
For a game with three seperate stories about being a weaver, to have such major new content not even bother to try is baffling. Maybe there's something at 20, I dunno.
Last edited by Tridus; 04-01-2018 at 07:47 PM.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
I personally like Omega's story, and to be more precise, I feel like it has a story. It threw a curveball about how the Allagans got their technological advancements and how they were able to trap Primals in the first place, and further explained where dragons even came from. And while being the WoL often puts you in those situations where you stand between the world and its destruction, rarely did it feel quite as potent and immediate as what Omega threatens to do. These are vital pieces of story that people brush as redundant (mind, not talking about people who just dislike it) because the separate bosses themselves are from other games. But ultimately the bosses within the older raids weren't such big things on themselves either? There's nothing special or exciting from a lore perspective about fighting gobbies in mecha suits, as much as Brute Justice remains one of my favorite encounters to this very day. So in Omega, you have these detached bosses still, but now they're existing enemies from older FF games. The problem isn't so much that Kefka is the final boss of this raid tier, but that it feels like his entire hype was about who he is, because his fight is one of the easiest raids in the game imo (normal mode, I don't Savage). And that's where I might argue Omega falls short, because some fights feel like they weren't invested in as much as they should've, and they relied too heavily on the hype alone.
And that's admittedly a problem Eureka suffers from heavily. I never played XI, so the only thing I have left to care about is the Krile story, and what little is there (oh so little) relies on characters they barely gave us enough to make us bother with.
There isn't.Maybe there's something at 20, I dunno.
Last edited by BillyKaplan; 04-01-2018 at 08:40 PM.
unlikely, while reading that I kept thinking, let me guess they never got a chance to hit the boss so they are going to say they got no credit.
I really think that is a flaw in general they do in a bias against healers.
It is a complaint I heard from others too. Alex each fight feels connected, linked, one leading up to the other and feels like it has purpose. The whole throw you in some simulation to "test" and "learn" from seems like a weak shoe in, with the fights not relating to each other. Another thing is an unique feeling, music, overall esthetic. Only the train one brings something to people that don't play the other FFs, as it is different and neat and feels like more is there. Music is still a problem though, at least the others had different (and good) tracks.
(Plus the subjective argument the other 2 had better stories during the segment) true omga does has nice BACKGROUND and was referenced in ARR, however that doesn't save it from having the story now be bad in the view of some.)
Another complaint on this diadem 3.0 area:
NM drops need to be increased. I got to level 20 only gaining 2 hairpins, and seeing I got 20 off the nm train, the way it "was not intended" then what was intended?? with such bad drop rates.
Yeah I am def not going back till they do something to this place. (Also streamline the exchanges, I prob can get a full set but I do not care to because I can't be bothered to go though all that clicking)
Last edited by Vstarstruck; 04-02-2018 at 01:14 AM.
Overall Eureka is still better than Diadem, so I will give the devs credit there. I do like how the instance can hold alot of people and you can jump in and out of parties easy enough. I have my complaints but others have really covered all the basics there. I will add that it is frustrating that I can not easily join my friends and FC mates who are working in a certain instance easily. Right now the way to try is to cue and enter Diadem instance, shouting in chat, did they see it, no leave, then try and jump in another instance and repeat. Surely, there has got to be an easier way to "hook up" or get in a cue to join a specific party of friends in a specific instance.
Order of the Crimson Dragons <OCD>
http://ocd.enjin.com/home
Form a group prior to entering...really its no different than any other instance be it dungeon or trial etc. I wouldn't mind if they make grouping "inside" Eureka a bit easier rather than having to shout constantly, but I don't see them coming up with a way to join people inside an instance when you're outside of it. Isn't really a hassle though to have your friends leave, bring you in the party and then re-enter.
Um what? I honestly cannot see the issue here. It isn't as if Eureka is somehow the only instanced content that you can't join up with specific existing parties already inside the instance. Dungeons and trials and raids etc are all like this. 1.0 came out in 2010, CRZ was introduced to WoW in 2012 in MoP. CRZ is also with the zones (hence cross-realm zones) which SE has used similar technology to alleviate zone congestion on launches and also uses similar tech for cross realm party finder.
Player
And of course they won't let you trade them because reasons. If there's one thing we absolutely can't have, it's a semblance of a functional economy.
You have to leave and re-enter every time someone new comes on and you want to add them. Then you have to traverse out again, which is most annoying and dangerous for lowbies. Then if there's a level disparity you get penalized outside of the train.
This is arguably the most "play with friends" unfriendly content in the entire game outside of the forced solo duties.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
Player
|
![]() |
![]() |
![]() |
|