I'm not lazy for disliking this system any more than an assembly line worker is lazy for disliking a job where they attach buttons to ten thousand shirts a day. Serious players understand how many farm kills this would take to get everyone what they want, and it's in all likelihood in excess of a hundred. We might be able to stomach that on its own. We did much more than that on Ifrit, although being asked to do it all over again is a bit painful. However, when you tell us that now we have to repeat the forest walk over a hundred times, and we can't even stockpile multiple pop sets like we could with tapers, that's what's so frustrating. It was a neat quest the first time, but doing it for every kill turned it into a menial chore.
Then there's the insult of the token system. Yeah, it's more than we had, but coupled with the increased pop requirements the charm drop rate relative to the moogle weapon price is incredibly poor and doesn't adequately address the problem we had with Ifrit weapons last time.
There are a few ways I can think of to remedy this:
- Let us somehow stockpile extra keystone sets so we can dedicate one block of time to farming pop sets and another to farming the fight itself. Constantly shifting between 2 things over and over greatly increases tedium.
- Significantly reduce the number of trees to improve visibility, reduce GPU strain, and cut back on some of that tedious tiptoeing.
- After the first time, let us re-key by killing a single NM instead of all 5 again (great oak would be fine, since it's the farthest away but also one of the least annoying to fight).
- Increase the token drop rate and/or decrease the weapon prices.
I'm a little tired of the "if you don't like it you can get out" attitude. Sure, every little thing in the game has been complained about, but that doesn't mean that every single complaint is without merit. It's an MMO developer's job to mask time sinks and cushion the tedium as best they can. SE is having trouble with that concept right now.