Quote Originally Posted by Cynric View Post
I think if all players could actually earn every item in the game already I'd be more inclined to agree. But there are plenty of things that can never be obtained again. There are special items, titles, and legacy tattoos that could only be obtained for being there at the time. So if these items were all made to be obtained by anyone, then I believe it would be ok for the pvp items to also be obtained by anyone.

After many years of playing different games I think having items like that in a class where you actually had to be part of an event and participate and you can't go back in time and be part of it, are actually really important to MMORPG's personally. It adds a history to the item and to that time of the game, and you can't really replicate it and giving it out for free diminishes it.
My primary concern with this statement lies in the uncertainty surrounding the availability of those items. Many of them, including Feast rewards, were not explicitly confirmed to be permanently unobtainable. The situation was rather ambiguous, with no clear indication of whether they would resurface in future seasons. Furthermore, these rewards were not initially presented as time-limited; instead, they were abruptly removed from the game, much like the content related to the Diadem. Fortunately, titles and rewards associated with the Fold were preserved in our current system, preventing their loss to the passage of time.

As a holder of the Monster Hunter Slayer title earned from the original Diadem, I'm disheartened by the decision to render this title unobtainable. When I earned it, there was no indication that it would become unavailable; it was more a stroke of luck than a result of intentional grinding. In this scenario, it seems as though I've been rewarded for enduring the game's inadequacies, which is far from ideal. It's not the first time FFXIV has compensated players for enduring its shortcomings with exclusivity. The recurrence of this trend within FFXIV raises concerns about their design choices and decision-making abilities.