level is hardly a Issue every zone had people in it to help people out
Pagos wasn't a big wall people like to think it is
I also made a pie chart long ago about the ratio of likes to dislike per player on a Pagos thread:
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Man, I'm not gonna minimzie myself to being part of some Applied Microeconomics problem.
Isn't your subscription, atop whatever narrative by which XIV's teams can spin that data, already being used as such? This is just a matter of putting your voice to something otherwise likely rife with inaccuracies.
For something like relics, there needs to be multiple ways to do the steps. And no one way should be superior, just a way to give variety. So nothing like harder content giving more progress or anything. Especially because these are supposed to be the non-raider path to getting decent gear.
And I'm with another poster. I will quit this game before I ever set foot in another Eureka. The took the worst of the EQ era gaming traits without any of the positives. I noped out in Pagos and never went back. I was pissed as hell that I wasn't able to get any of my Stormblood relics because they had locked it all behind that.
Just adding in that nobody I know liked doing Eureka. However everyone who did BA loved it. So really just make Eureka for BA instead of relics and it'll work. Keep relics out of it.
Maybe because people who liked Eureka were actually doing it instead of spending their time on the forum.
Pagos was frustating at first and quite a lot grindy but once you know some tricks it wasn't that bad at all. Sure I hated Pagos at first but because I didn't quite understand how to make the best of it.
They also nerf it at some point making it way more enjoyable by increasing crystals earned per fates and lowering aetherites level requirement (tho It didn't matter for me since I had them already).
Its nice how people are arguing Pagos being the worst when I never got past Anemos and its dumb fate train centered gameplay ¯\_(ツ)_/¯. Honestly, if I could wish for something it would be 4 to 8 man instanced midcore group content. You know, dungeons that require you to play at least decent and give each player an opportunity to shine and really improve the groups progress, without resorting to "not everyone did the jumprope mechanics right and now you lost" type of gameplay that savage offers.
So to answer the thread question: How about recycling old dungeons, soup them up to really pose a threat, make tanks migrate damage, healers really heal and DPS actually having to think on their feet instead of playing down a rotation. We could introduce old concepts like CC (repose is still a thing yo!) and maybe even introduce small DPS checks every now and then. But I guess people rather afk in Anemos than step into Aurum Vale again for whatever reason...
They should use the concept of Eureka. Remove the FATE train. Remove the secondary leveling system. Remove the Elemental System. Center it around repeatable quests and collection logs. Have turn-ins that reward Treasure Maps(Solo-4-8 person varieties) and items that would trigger monster spawns (again Solo-4-8 person varieties).
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