I think the problem we're running into is that some players are trying to find some sort of meaning to getting a relic when other players will never consider it more than a flashy item used for glamour that requires more effort to obtain than other weapons.

Quote Originally Posted by Nebelheim View Post
Your literally telling people to purposely slow down on content because there apparently going too fast when there really is only 1 path to completing the relic.
Which is false. There are many paths to completing the relic because there are many paths to earning Causality. Not everyone does the same content. Eventually those methods all converge into making the purchase of the items from the vendor but getting there will vary from one player to the next.

Quote Originally Posted by Nebelheim View Post
I shouldn't have to artificially halt progression or find the slowest method possible to complete it and to extend it.
Yet that's exactly what you're asking SE to add for the relics - an artificially limiting way to obtain the next stage or completion of a weapon.

Why is it okay when SE artificially limits things but not okay when you choose to do it yourself?

For that matter, let's say SE does add an option so run some piece of content multiple times to get a dropped item and it takes 20 of those dropped items to purchase one of the items from the vendor that would otherwise cost 500 Causality.

Can you say in all honesty that you would choose the drop method when it's less efficient than running other content to get the Causality?

Quote Originally Posted by Rein_eon_Osborne View Post
^I don't think they're a troll either. They are however displaying the very same mindset that the dev shown when they made the decision to change the fundamentals of what makes a relic weapon 'relic': it turns them into just another lackluster content that misses the point of what they're there for in the first place.
What are they there for other than another reason for players to repeat content to fill time between patches?