Let’s be real here, nobody would have gone in if the rewards had Atma level rates. I think item distribution was fine. The only way to remedy this would be to make Pazuzus feathers Atma level %s, which again, nobody but the very few dedicated would even try.
The content lasted a week if you zerged it just like all content if you zerg it.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Even casually, the average ARR relic weapon stage took at least a month or 2 to finish. Anima was at most a month for each up till the final phase, which was laughable at best. On average, like I said. Some people obviously finished theirs sooner.
Was going to say every step but books took three weeks or less. Unless they purposely gate the content like they did with Alexandrite(800 tomes per map and 1 daily roulette) people would still finish it fast. I consider a month for most steps still not terrible considering people like to say it took MONTHS for their Atma pre nerf.
People will always zerg. Look no further than the Unidentifiable Anima step. Some had it done within a week; others two. They grinded 600 Alexander Normal runs that quickly. There is only so much the devs can do to accommodate people who play to those extends.
how about no and the OP just not be part of NMs beyond their level limit.
Easily solved.
I think I hit around 12 and quit doing Eureka. It's not my type of gaming.
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There's plenty the development team can do. Look at the Tomestone lockout; it's bulletproof. Even Crafted gear has a soft barrier of sorts, in the form of Scrip required for Master-level recipes and limited spawn rates of many Gathering points for the ingredients. Players can break through the cap, but the faster one wishes to go, the more money one has to pay - a luxury tax, of a sort.
Personally, I think SE ought to at least incentivize steady progression rather than zerging. They've very rarely done this in regards with Relics; I think this has been a mistake. Suppose, for instance, that Eureka had incorporated Daily and Weekly quests, the completion of which would put someone squarely on track to have a full armour / weapon upgrade within, say, 12 weeks. Then suppose that the standard, non-quest progress was scaled so that, discounting quests, a full armour / weapon upgrade would take about 150-200 hours. Would people still manage to have their Relics within a couple of weeks? Yeah, sure, some would - but most players would be far more content to absorb the content more slowly, extending its lifespan.
All this to say, the development team has plenty of options. Debating whether or not these options are worth implementing, well, there's a debate worth having. Acting as if we should simply be resigned to the current state of affairs, though, simply isn't accurate.
First never ask for nerfs. If anything tell them to buff the XP from mobs done the normal way. If any nerfs make it like normal fates and if you're too low for one of the NMs make it so they get no xp. It would curb the train a bit.I really think that's the best way to keep it working more as intended - chain xp parties - rather than the fate train. Keep the other rewards the same, so folks still do them even when they over level them (it will make sense to go to an nm you see pop and do it) like it was day 1/2.
I feel like this is the best solution as changing tags to party only will cause issues, and already folks with mounts beat out folks without them that need the xp. If they don't give much xp (or any) then only those who want the drops will race to do them.
This from the perspective of someone who's opened over 6k lockboxes, has 4 sets, still has 3k anemos crystals and almost 60 paz feathers.
There are changes that could be made to improve the non train experience there is a lot of things that make it unappealing. Party level syncing. One of the biggest problems in Eureka is how lower level player and higher level player are severely punished for playing together unless it's the fate train.
Another approach to fix the above issue, would to be give the mobs static XP values. So XP values that didn't scale with your level. This change allows for power leveling, which SE might nt want, but let's be honest with the level experience as it is would it be such a great loss, to not have this "riveting" leveling experience.
Last edited by Miles_Maelstrom; 04-02-2018 at 06:45 PM.
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