Ah so only the start of the arms phase is the start of the relic line to you in 2.0? See this is where you are wrong and that info, the quest before the arms phase was released on launch, get your facts together white Knight
Should be atma, autocorrect kills me
Still content that people ran since it offered tomestone rewards at the end. Wether you like it or not, it's developed content.Well for one, they specified expansion cycle, not re-launch to save the game. Two, no one wanted another Prae or Castrum I am sure, not sure how you consider that content though since just a story dungeon experience. Crafting being made better is not making it less in depth. The fact that Inner Quiet change went through I doubt people are truly complaining about...
2.0 is still an expansion, considering it follows up on the story from 1.0.This is the poorest argument I've ever seen. The simplified crafting is as a direct result of the feedback or distaste that people had for how complex or annoying the system once was. They didn't just suddenly wake up and think they need to dumb down the system.
No single expansion has had relics released on the launch of the expansion. Not Heavensward, nor Stormblood, nor Shadowbringers, and neither this. It's a pretty common trend of every expansion for the past 6 years, as is everything you highlighted. Speaking of, why are you comparing a base game to an expansion..??
No 2.0 is the reboot of an utterly failed game that was once 1.0, there's a stark difference between that, and an expansion.
But hey if you want to go back to the days of old with single-tiered difficulty raids, an inflated number of dungeons, and exceedingly poorly designed Castrum and Praetorium, then do be my guest. I'll be busy enjoying the wider range of content that is to come with 6.1
Last edited by Kaurhz; 01-07-2022 at 07:42 PM.
Hmmm considering even Yoshi p States endwalker ends the story from 1.0 means 1.0 is a valid base game. Failed yes but still valid. White knighting is so strong with youNo 2.0 is the reboot of an utterly failed game that was once 1.0, there's a stark difference between that, and an expansion.
But hey if you want to go back to the days of old with single-tiered difficulty raids, an inflated number of dungeons, and exceedingly poorly designed Castrum and Praetorium, then do be my guest. I'll be busy enjoying the wider range of content that is to come with 6.1
When your only valid criticism of expansions is:
The only thing I'm doing here is picking apart the most poorly constructed piece of criticism I have possibly ever seen on the matter. See what you fail to realise in my point is that a reboot implies the only thing were doing in the first place is reworking many of the pre-existing assets and groundwork that was already established in 1.0. Furthermore, I never implied that the original game itself was not a base-game just that the developments of 2.0 don't exactly constitute an expansion pack over a reboot/redevelopment of a failed game. - They were hardly creating an expansion pack for what was arguably one of the biggest disasters they've ever done. They took on an ambitious project of trying to save the stain it would leave on both the game and the company itself. No amount of baseless denial from yourself is going to detract from that fact that it is still a reboot of a failed game. The only reason that was even started in the first place is because the game itself was and still is bound by the lore established in the original failed game.2.0 released its relic quest line from launch...
released with the 3 HM trials
love it or hate it, 2 trials (castrum and praetorium)
couple of max level dungeons
more in depth crafting compared to now
We now get no relic quest line on launch
2 ex trials
no equivalent to castrum or prae
only 2 additional dungeons to the story ones (makes a change, see how this goes)
Furthermore, the simple fact your only followup argument is calling me a white knight just shows me that you're probably out of your depth with the argument and the understanding of what a white knight actually is. Thanks to people using this term as if it were candy the word hardly has the self-same gravity that it once did. So well done for this.
It's a cold day in hell when troll threads and posts are making better arguments than people with genuine criticisms. Shall we look at what ARR ended up offering through the course of its patches?
- An inflated number of dungeons
- A single tiered raid series (with the exception of Second Coil of Bahamut) - Arguably Binding Coil was also a buggy mess.
- Numerous updates to the story with barely any of them being voice acted, and arguably over 30% of them being cut because they had very little impact on the story itself.
See your criticisms actually show they listen to their community hence why we don't see the nonsensical dungeons such as Praetorium and Castrum Meridianum, or a needlessly profuse crafting system which many people didn't even like the direction of in the first place. - It takes more effort to rework a system than it does to allow it to remain. If you're going to make criticisms put it in a better angle and I'd be inclined to actually maybe give it merit and agree with it. This game has a myriad of issues and I'm sorry what you've pointed out I just don't agree with being an issue, at all.
Last edited by Kaurhz; 01-07-2022 at 08:53 PM.
ARR - 17 dungeons after mainstoryWe've gotten like... the same amount of content it seems that HW, SB and ShB received when their expac launched. 6 MSQ dungeons, 2 optional dungeons for expert mode, 3 NM trials, 2 extremes on release day, as well as dozens of side quests. Granted, I did only join a bit over a year ago so I obviously don't know what it was like exactly on patch day and beyond, but. It feels roughly the same as ShB, SB, and HW content-wise for the very first patch. Seems like they save huge content releases for the .1, .2, .3, .4, .5 patches.
HW - 12 dungeons after mainstory
SB - 9 dungeons after mainstory (1 outsourced to Garo team) + 2 ultimates
ShB - 7 dungeons after mainstory (24 raid outsourced to Nier team & no potd like dungeon) + 1 ultimate (initially 2 promised)
The quality of dungeons might be better and take more time nowadays, but if you look at numbers, like you wanted to show?! then you can see the trend. Obviously it has reasons, ARR was much longer for example. People asked for challenging 4man content since HW, they still make dungeons the same way as ever though, you can only pull wall to wall that many times before it gets boring.
What exactly makes the quality better? Flashy setpieces? The only thing interesting in 90% of the dungeons now are bosses. The experience of playing through almost all of them since Shadowbringers is exactly the same with only distinction being aesthetic.ARR - 17 dungeons after mainstory
HW - 12 dungeons after mainstory
SB - 9 dungeons after mainstory (1 outsourced to Garo team) + 2 ultimates
ShB - 7 dungeons after mainstory (24 raid outsourced to Nier team & no potd like dungeon) + 1 ultimate (initially 2 promised)
The quality of dungeons might be better and take more time nowadays, but if you look at numbers, like you wanted to show?! then you can see the trend. Obviously it has reasons, ARR was much longer for example. People asked for challenging 4man content since HW, they still make dungeons the same way as ever though, you can only pull wall to wall that many times before it gets boring.
ARR didn't beat EW's just in numbers... What it lacked in setpiece and music it had in making even lineart dungeons actually have distinct experiences.
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