Quote Originally Posted by Reynhart View Post
In the end, everything could be summed up as killing lots of trash mobs then a boss, be it a dungeon, a quest, FATEs, etc...But soloing or low-manning the challenge log does not give the same vibe or ask for the same requirement as chaining high level monsters on one spot in a full group with dedicated tanks and healers, or roaming around the whole map with the train.

Imagine if a new dungeon is created where instead or running around killing packs of trash and three bosses, you had to keep a position safe from approaching waves of trash and bosses. Or if you had to protect an NPC from waves of mobs and three bosses. Or, as I would really liked The Burn to be, an open zone where you would kill the three bosses and their trash in any order you want, until you open the last part for a final fourth boss. Would it really make you feel the same as the usual "straight line dungeon with three circles rooms" ?
You begin a consistent trend here, which is making comparisons that are not equal. Releasing what is essential a Siege mode dungeon has a far different experience than anything the game currently offers. In that context, the mobs come to you and you're forced to defend against possible waves or do other objectives. Eureka is not this nor does it remotely compare. No matter how you approach it, you simply kill hundreds of mobs endlessly. It does nothing different. Saying the challenge log gives a different vibe is, again, subjective, and a bit silly. It's literally "kill 30-60 of this elemental type". That isn't variety, it's simply masking the same activity behind something else. If you simply try to spawn a NM, you'll inevitably complete the challenge log without even noticing.

Quote Originally Posted by Reynhart View Post
For me, it's sill too soon to judge. It's still very easy to end in a full instance for Anemos or for Pagos. I even have taken a full 2 month break just after the release of Pagos and had no issue doing my full Pagos weapon leisurely in a little more than two weeks. From what I've heard, Eureka scales with the number of players, with people reporting that lots of NM are easily soloable when the zone is near empty. Considering that every NM drops XP/Crystal/Light and that you don't need to kill Pazuzu or Louhi anymore, I think it's really doable. Of course, you won't be able to solo if lots of people are in the zone, but, you can simply join them then since chances are they are in a train.
In Anemos, yes. You can solo some NMs with a low enough instances. This isn't the case in Pagos. Regardless, the grind is so immense, you'll be there for ages. Will this be nerfed come 5.0? Yes. But previous relic steps didn't require a nerf bat for players to catch up. That is the complaint many people have. If you're starting the relic late, it's an increase grind right now and you either deal with it or wait until the expansion's conclusion to maybe have a sensible alternative. There is no way around that being poorly thought out.

Quote Originally Posted by Reynhart View Post
Not really. If you have numbers as proof that only a small part of the playerbase actually did the previous relics, it would be useless to streamline the next relic for the whole playerbase, especially when you want to try something a little different. If past relics ended as a niche (No claim since I don't have numbers, but they do), making this one a niche for the new systems you want to experiment is not that far fetched.
Lots of "ifs." This assumes only a small portion of the players did relics. Lets put that aside though. If we assume Eureka and the relic were always intended for a niche audience—a Savage equivalent or thereabouts. What content is there for the general audience; the overwhelming majority? Unless you like virtually every activity this game offers, you'll be finished in under a month. Eureka can't be considered niche content because there just isn't enough for the general playerbase to do otherwise.

Quote Originally Posted by Reynhart View Post
There is a big difference between Diadem and Eureka. Random rewards. In Diadem, you never knew what item you'd get and what stats and appearance it would have, especially since you could end with items you might not even use. In Eureka (until now, at least), you always knew exactly what the weapon/armor would be, even if the time it would take to obtain it varies, and you always make progress to that goal. The randomized stats for Pyros may change that a bit, depending on how harsh it is.
You missed my point. Put the relic in Diadem, even with randomization akin to what Pyros has now, and I guarantee it doesn't die within the first week. Put simply, the relic is what keeps Eureka somewhat populated. Any other weapon set and I suspect those population numbers dwindle even if said weapons were guaranteed; no random rewards. I hardly think people will care about say... the i380 Armor sets they threw in there.

Quote Originally Posted by Reynhart View Post
No, I didn't "dodge" the question because I still think it's a silly question. Let's suppose that every item from any content is buyable with tomestones. You have two options : If it's buyable with capped tomestones, people would still do the dedicated content so that they can bypass the weekly restriction. If it's buyable with uncapped tomestones, yes, the content would be dead...but it's true for every content. If EX Primal weapons and mounts were buyable with uncapped tomestones, they would die after everyone get their first clear. If Savage gear, minions and mounts were buyable with tomestones, you'd only see the small fraction of the playerbase interesting in fflogs competition in there, so a fraction of a fraction of the playerbase. If Ivalice gear was buyable with tomestones, people would only get their first clear too. People will mostly chose the path of least resistance (Unless personal gripe like I have with tomestones), and tome farming is the universal easiest way of obtaining things.
A silly "question" yet one you built a Strawman around. First and foremost, I said nothing about tomestones and used light grinding as an example. Regardless, every single example you provided has no need for a tomestone solution because there either isn't an arduous grind behind it or it already has a solution to remedy said grind. 10 EX Primal tokens guarantees you a weapon and the mount can be obtained with 99 should you elect not to grind further. The drop rate also increases significantly in subsequent patches. Savage has books to combat its RNG aspect, but also rewards the best gear currently obtainable. The minion/mount are guaranteed drops that simply require a re-clear to obtain. And even if you were unlucky enough to lose in every single pug clear you do, Savage eventually gets unlocked, making it possible to farm everything.

Everything has an alternative here... except Eureka. So this tomestone example falls apart before we even touch the Achilles' heel. Both the Zodaic and Anima relics had an alternative method of progression; multiple, in fact. You keep trying to pile on things like the challenge as some unique deviation when it literally revolves around the same premise—so much so you'll often complete it while spawning NMs because killing trash mobs is the only option in Eureka. Allowing people to tomestone or light farm outside Eureka is simply bringing back the previous options taken away.

As for your tomestone calculations. People have already pointed out they are absurd. Since we already know Pagos requires 500 tokens, 50 Mendacity—a third of what you suggested—necessitates 25,000 tomes, which roughly puts it in line with the Umbrite step. Now you have options! People who abhor tomestone grinds, like yourself, can happily farm NMs while people who prefer it or are indifferent can do dungeons, trials or whatever. This is the crux of almost every complaint: a lack of options. Eureka forces a specific style of gameplay onto people with no deviation. Change that and the complaints will die down.