I lost so much from the first run... I mean seriously, in eureka you could die, but you didn't lose exp unless you released.
I lost so much from the first run... I mean seriously, in eureka you could die, but you didn't lose exp unless you released.
You're missing the point. It was fun... until we ran it enough times that it stopped being fun. I like pugging Savage, and combined have early 200 runs of E1-4. Guess what? After a while, it got boring despite me still enjoying all the fights (except E3S. That's a garbage fight). No matter how well designed something is, you'll inevitably burn out of it through sheer repetition. None of this is to say the rewards for DR and Castrum couldn't be better because they most certainly should. Frankly, the whole relic chain this expansion has been by and far the worst execution ever. It's seriously mystifying how poorly they've handled it—particularly this current iteration. Thus, the dev team deserves to be criticised. That doesn't mean DR itself isn't fun in a vacuum.You move on because the content isn't fun or rewarding; if it was either of those things people would stick with it beyond a few runs. Look at MSQ; the novelty for that wore off years ago but most players still run it frequently today. There's no risk of those instances dying at any point in this game's future, while DR released yesterday and could very easily be dead as early as next week.
I'm not saying you're obligated to keep running it to help other players get their clears, but there's no reason to lie to yourself. It's not fun or rewarding, and the people pretending it is will stop running it just as fast as the people who are being honest.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I see the doom question pop up a few times here.
I think it's a good mechanic, but the problem is introducing it in a 24-man raid with punishments for dying, no set party comp, no refills and locked behind a pretty dull grind (and castrum completion).
This kind of mechanic is much better served in a standard trial/raid/alliance raid because the punishment for death isn't as steep.
Also, losing mettle only doesn't matter if you already cleared all of the current requirements. You can start Delubrum before reaching 700k mettle, though, and are locked out of getting some lost actions until you actually reach max level. I don't think it's really fair to say "mettle doesn't matter" when it's still kind of a pain to obtain it in the first place.
- "most creative encounter design"
- "something as simple as pilot their character out of a giant orange circle"
/think
I think the relic dungeon is amazing. I don't have a problem with mettle loss and the raid will become a lot easier as people learn mechanics. I can see that already after having run it a few times. The issue for me isn't so much the dungeon or the raid design or the mettle loss but the number of times you need to run it in addition to all the uninspiring content for the relic stages as they exist at the moment for just one weapon.
I don't think "It was fun, but after a few runs I'm never touching this f'ing place again!" is the kind of "fun" SE was going for. The only way content like this survives is if it can remain satisfying through repetition, and any content that can't isn't "fun" enough. I'll repeat, look at every single roulette; they've all remained relevant and completable on a daily basis for years. Castrum, on the other hand, is only months old and people can't get the ONE clear they need to progress. DR is poised to be an even more spectacular failure. This content is trash.You're missing the point. It was fun... until we ran it enough times that it stopped being fun. I like pugging Savage, and combined have early 200 runs of E1-4. Guess what? After a while, it got boring despite me still enjoying all the fights (except E3S. That's a garbage fight). No matter how well designed something is, you'll inevitably burn out of it through sheer repetition. None of this is to say the rewards for DR and Castrum couldn't be better because they most certainly should. Frankly, the whole relic chain this expansion has been by and far the worst execution ever. It's seriously mystifying how poorly they've handled it—particularly this current iteration. Thus, the dev team deserves to be criticised. That doesn't mean DR itself isn't fun in a vacuum.
Insisting it's fun while piling on all of the excuses why you'll definitely be abandoning it as soon as you can is cute and all, but not very useful.
Last edited by Goji1639; 02-04-2021 at 11:43 PM.
What is shockingly annoying to me is the fixes are easy I would think. Put it in the Alliance roulette and get rid of the mettle loss. I can deal with the doom mechanics by learning the fights but the mettle loss that then needs to be regrinded is ridiculous. Guarantee this will have the lowest Savage participation rate in FF14 history and I can confidently make that prediction now because the mettle loss there is 700k easy.I don't think "It was fun, but after a few runs I'm never touching this f'ing place again!" is the kind of "fun" SE was going for. The only way content like this survives is if it can remain satisfying through repetition, and any content that can't isn't "fun" enough. I'll repeat, look at every single roulette; they've all remained relevant and completable on a daily basis for years. Castrum, on the other hand, is only months old and people can't get the ONE clear they need to progress. DR is poised to be an even more spectacular failure. This content is trash.
Insisting it's fun while piling on all of the excuses why you'll definitely be abandoning it as soon as you can is cute and all, but not very useful.
Encounter wise, I like it much, much more than Castrum. The mechanics are one of a kind and not hard to figure out on the run. I could beat it in my 1st run, and died just a couple of times while learning.
Imo, Castrum should've worked like this from the first time, or at least being adjusted to do so.
The mettle penalty is still kind of obnoxious, but irrelevant once you hit the rank cap, which can be obtained in a couple of days grinding the fates and CEs. The new item sets are very meh, considering the stuff that is available already... Maybe to gear up an alt job or something like that. Truth be told, the hairstyle and mounts are probably the only thing keeping people running Delubrum.
One thing that is still disappointing is Castrum/Delubrum not giving job XP on completion. It would certainly give incentive to run them more often when you don't need anything else from Bozja.
And the above is the kind of nonsense that makes me shake my head. As if everyone who likes it derives some evil glee from it because others will get excluded. The more participate and are willing to learn the better.
Since it's SE I'm guessing they learned nothing from Castrum and this is more of the same; and even the people talking about how great it is to have challenging content won't be running it anymore a few weeks from now, because they're all talk; they like the challenge ONLY because they know that it'll be impossible to clear for everyone who comes in late. They'll have what they wanted, and it'll feel extra special now that they know everyone else is effectively excluded because the content is dead.
This kind of crap is why I really don't like MMOs.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.