If they were designed differently it could work. Like if essences persisted the way the honor buffs do.
Also I think there are too many essences. And we don't need NQ/HQ versions of everything. The ones that don't increase your dps made more sense in Eureka, where survival was actually a concern, but here we don't really need them. If they want to put dps increases on a thing they need to learn the balance card lesson and put it on all of them, and then maybe you could make one essence that increases dps and movement speed and another that increases dps and evasion.
Also they're all too limited, the fact that only specific jobs can use each thing makes the system less interesting. Especially when a lot of them just do different amounts of the same thing. Also it makes it harder for people who want to focus on playing a specific job, so having this content double as a way to level alt jobs doesn't mesh well with it.
Also the droprates feel too unbalanced. When playing Zadnor I felt like I should make a bug report, that they probably had 10x lost bubble fragments as a placeholder drop and forgot to change it for half of the things in the zone. The quirky extra actions that you don't really need fall from the sky, but you always have to go out of your way to farm the essences that you need. It feels backwards.


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