I fear that our gunblade job is going to be relegated to being yet another tank. Give us some proper heavily armoured sword using DPS, samurai is just so BLEH.

I fear that our gunblade job is going to be relegated to being yet another tank. Give us some proper heavily armoured sword using DPS, samurai is just so BLEH.




On a separate, non-Eureka, note, another concern I have is a continual emphasize on faceroll content. I touched on it in my post above, however I am legit doing mass dungeon pulls in Deliverance/without Grit. Not only am I leveling comfortably, I'm easily holding aggro. Even if a mob does stray for a moment or two, they do so little damage, DPS can mostly shrug it off. When I'm the DPS in this scenario, I eat AoEs plenty for uptime or pull a mob and just Bloodbath through the damage. In the case of my tanks, I have precisely one i390 piece—which I picked up today before maintenance. I shouldn't be able to do any of this, especially at the lowest new ilvl. We desperately need harder "casual" content. Mythic+ worked wonders for WoW. I sincerely hope a variant of it can be brought over because I'd like more content that isn't Savage but also isn't faceroll.


What content is not niche beside the MSQ?And you mention the relic as casual yet how many people defending Eureka have said the precise opposite? Regardless, the point of referencing Savage or Ultimate wasn't their difficulties but the fact players are now being forced to partake in a niche piece of content they wouldn't otherwise. Eureka, while significantly easier than either, still falls under a "niche" label. The whole purpose of the relic has been progressing your character through a variety of daily activities. That isn't the case with Eureka.
Edit: Replace Savage or Ultimate with the Gold Saucer. A relic step forces you to grind MGP to progress with no alternative. There, now you have arguably the easier step ever in terms of actual skill requirements. Would you enjoy this or feel forced to do content you don't enjoy?
There is a very finite number of people who focus on one content and avoid all others at all costs.
It depends on what I want. I don't care about the Fenrir mount so I would not do Golden Saucer for 1 mil MGP. The purpose of relic was acquiring it via multiple activities. But now it has taken the route of FFXI dynamis, a single content to work towards that.
I would ask this. Many mmos have something you earn by doing different activities. Champion points, mastery points, merit points, etc. Maybe the casual thing would be for XIV to have a system like that but only have stat points work in veteran type contents and QOL bonuses in the standard world. A weapon makes sense for an enclosed content.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB





And the complaint some of us have in this thread is your latter statement. I don’t think this “FFXI dynamis” has worked for the Relic content.
Sure, some people enjoy Eureka, but I don’t think they’re the majority. And the developers should have never tried to confine a piece of content that used to be varied—that used to appeal to a wide range of audiences and give players a choice as to how they wanted to obtain their Relic—to a single piece of content that would only appeal to some. Honestly, the Relic is in Eureka because the developers knew it wouldn’t attract a large audience outside of Day 1 curiosity, and they couldn’t have that for a piece of content that was marketed as a main attraction for this expansion.
I would have this same argument if the Relic was locked behind any other, singular content. Even content I love. And I sincerely hope they go back to how the Relic used to be. Because I don’t enjoy mindless FATE farming or mindless mob chaining for a Relic, and that’s all Eureka is. And I won’t stick around for another 2 years of content that had failed not once, not twice, but five times, and that the developers insist on shoving down our throats.
Last edited by HyoMinPark; 11-15-2018 at 05:28 PM.
Sage | Astrologian | Dancer
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Hyomin Park#0055



I have a list... yes, indeed.
However, it will take time to write them out in a manner that is truly justifiable... but the very first one on my list will be that name "Shadowbringers".
I mean, until it is confirmed whether this is indeed the title for 5.0, I have this reoccuring hope that the meaning will be something truly exciting.



I won't repeat everything that others have already said, but here are some other little things:
Dancer as healer (yes, I know, I'm the only one who doesn't want Dancer, especially not as healer).
No increase to housing item slots and no change to the interactable item limit of 40.
No improvements to the Glamour Dresser / the glamour system itself.



If Eureka would be optional sidecontent then the Dev Team wouldnt bring out 3 different, soon 4 different maps out every other patch.
I think some people mistake what sidecontent really is. Sidecontent is Heaven on High, beast tribes or even the ultimates.
They wanted to add Eureka into the main contents, such as dungeons, primals, raids. They even tied the relic to it, to make it more engaging. Though its still not entertaining. There are still many elements missing to make Eureka fun.
Last edited by xbahax92; 11-15-2018 at 06:47 PM.



i fear:
- content similar to eureka
- they mess up with samurai in the same way they ruined monk in SB
- they keep making the game easier and easier because most of their playerbase is casual
- they keep putting stuff on the mogstation and less in the game


Ok, they tried something with Eureka. It most likely failed due to resources imbalance, gameplay poverty once you get a grasp of mechanics, and locking relic. They made a mistake, they are trying to address it as Eureka unfolds, Pyros is kind of catchy, and we have one installment coming too. I doubt it will bring major appraisal, but we'll see.
It's alright, they actually tried to do something. Comparing to diadem is a bit idle IMO, they tried things with eLvl, "team-building", map design, Logos system, but it suffers from its own clunkiness. I can only hope they will learn from that experience.
So I don't fear any Eureka 5.0 content, I fear the laziness of doing it all over again. A new deep dungeon in 5.35. A new random-ish treasure map dungeon. A new set of Primal side quests, but not for 5.3. A sense of dev exhaustion with 5.1's emptiness. Useless dungeons. Run for tomestones.
I get that it is what builds the game's balance, but I feel people tend to get the impression of running in circles at some point. The game is getting older, it should be time to keep trying new forms of content.


I fear that they'll keep listening to player feedback instead of just making a game.
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