Yeah I'm not digging getting the short end of the stick on my main classes and getting the puke yellow green color. I would rather change the glow color than the weapon itself if I have to pick one.They need to step up the relics glows and make them dyable. So you can dye not only the weapon, but change the color of the glow. So you can customize the look bit more on relics. Cause another red glow on rdm swords great and all, but would be nice to have options on the glows.
I never got that far into the relic so I wasn't paying attention to CT versus Bozja farming.If people actually did what was efficient, they would have been in Bozja doing their SHB relics.
Instead, they opted to torture themselves by spamming Crystal Tower because unqualified people on Reddit managed to convince a large portion of the playerbase that it was the best way to do the relic.
I do remember people complaining about HW FATE and Antitower spamming for the first couple of stages because the drop rates for those particular memories in Bozja were hideously poor at the time. Players were begging SE to give them a decent reason to farm the memories in Bozja. Sounds like SE finally addressed it in the later stages.
Yet in a way you're supporting what I said. They were following what others had told them was the most best way to do it, even if that method didn't turn out to be the best way. Most players don't try to figure it out on their own. They wait for others to announce a best way then stick to it.
Why am I not the least bit surprised the jojoya hasn’t even completed a ShB relic but still feels qualified to defend the game like they are on square’s payroll
Players who are praising Squenix for making relics braindead easy to obtain seems to miss the key meaning of relic weapons.
They are supposed to be a signature weapon that shows player's dedication to the game.
Not just "another weapon with glow effect" like augmented Extreme weapons or Pandemonium savage (the latter ones looking dope, by the way).
All time and effort player invested into grinding for specific relic is then immortilized in a shiny weapon of choice that one can carry with honor.
When I see players wielding Zeta weapon, for example, I think: "Good Lord, they survived through multiple grinds and the book stage, now that's dedication, buddy!"
The same way about Bozjan, Eurekan, and, to a lesser extent, Anima weapons. I realize that players actually went out of their way to explore this content, plan their way through and get their reward.
What we have now? I see a players (well, 99% of them) with Manderville weapon and the only thought I get is:
"Ugh, they know how to use Duty Finder, eh?..."
Also, the simplification of ways to obtain relics really hurts Endwalker content longevity as a whole:
- V&C dungeons: Looks great, good job SE. Too bad that they are dead content 2-3 weaks after release when players have cleared them.
- Island Sanctuary: Pleasant relaxing place that I would definetly enjoy more knowing that all that spreadsheet management for extra cowries were bringing me closer to getting relic materials in some way.
- Eureka Orthos: Also would be looking much more lively (and future-proof) if running this Deep Dungeon was required for relic materials.
- Alliance raids: As much of a joke EW ARs are, I wouldn't mind them popping more often over daily Crystal Tower quota.
Endwalker has gaping holes of "stuff to do" between patches, and SE refuses to try and close them by making their freshly released content have more player retention.
And, on personal note, running roulettes daily starts to become unbearable, thanks to a whole another can of worms - cue job homogenization, healers being boring, cookie-clicker level difficulty dungeons, Item level sync or, to be precise, lack thereof completely trivializng old content, and so on and so forth. Lack of new exploratory zone really starts to show...
Last edited by Remember_The_Name; 07-25-2023 at 07:30 AM.
As many have pointed out, by the time we give them feedback in the current patch, they are already 2-3 patches ahead of where the live game is. They cannot, realistically, close those gaps because the content is done and awaiting implementation in the live game while they are working on the next patch.
Island Sanctuary is the exploratory zone, they've said this, the game classifies it as one.Lack of new exploratory zone really starts to show...
Just on your last point it shows that at least 90% of the collective playerbase runs CT every single day but has absolutely no idea what glasya labalos has platforms on the outer parts of his arena or why you are actually dragging orbs of lightning to the pillars on skyllaPlayers who are praising Squenix for making relics braindead easy to obtain seems to miss the key meaning of relic weapons.
They are supposed to be a signature weapon that shows player's dedication to the game.
Not just "another weapon with glow effect" like augmented Extreme weapons or Pandemonium savage (the latter ones looking dope, by the way).
All time and effort player invested into grinding for specific relic is then immortilized in a shiny weapon of choice that one can carry with honor.
When I see players wielding Zeta weapon, for example, I think: "Good Lord, they survived through multiple grinds and the book stage, now that's dedication, buddy!"
The same way about Bozjan, Eurekan, and, to a lesser extent, Anima weapons. I realize that players actually went out of their way to explore this content, plan their way through and get their reward.
What we have now? I see a players (well, 99% of them) with Manderville weapon and the only thought I get is:
"Ugh, they know how to use Duty Finder, eh?..."
Also, the simplification of ways to obtain relics really hurts Endwalker content longevity as a whole:
- V&C dungeons: Looks great, good job SE. Too bad that they are dead content 2-3 weaks after release when players have cleared them.
- Island Sanctuary: Pleasant relaxing place that I would definetly enjoy more knowing that all that spreadsheet management for extra cowries were bringing me closer to getting relic materials in some way.
- Eureka Orthos: Also would be looking much more lively (and future-proof) if running this Deep Dungeon was required for relic materials.
- Alliance raids: As much of a joke EW ARs are, I wouldn't mind them popping more often over daily Crystal Tower quota.
Endwalker has gaping holes of "stuff to do" between patches, and SE refuses to try and close them by making their freshly released content have more player retention.
And, on personal note, running roulettes daily starts to become unbearable, thanks to a whole another can of worms - cue job homogenization, healers being boring, cookie-clicker level difficulty dungeons, Item level sync or, to be precise, lack thereof completely trivializng old content, and so on and so forth. Lack of new exploratory zone really starts to show...
It’s insane to me that the devs can’t properly balance ILVL sync when the dungeons/raids are already designed around the level they were released on so they can just be synced to either that level or that level +10
Knowing that solo instances have a “very easy” mode haunts me daily, the base mode is very easy, what does very easy mode even do, the boss just walks up to you and keels over or something
I'm really hoping that the 'Matte Replicas' are brought back from Bozja and given for these weapons and the Amazing ones. (And also for any other relic that has no non-glow version too)
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