- Jobs had identity - Sure.
- Jobs had a reason to level multiple (cross class system) - Yes, and it also made things a pain. The role system would suffice if they could introduce interesting enough mechanics. I don't think too many people were like "OMG Let me use this class instead", it was more "Oh, I have to level THAT job"
- Hunting log and the Hunt kept the overworld alive - The Hunt still exists, and I would argue the only reason the Hunting Log kept the open world alive is because it was new. The Shared FATEs fulfill a similar role. You could actually argue Palace of the Dead had some shared responsibility in killing off the overworld, e.g., the number of FATE trains I saw in absolutely every single zone went down significant post-PotD release. Prior to that? It's 3.3, and I could still see FATE trains running on the regular in South Shroud, Costa Del Sol, Coerthas, and Northern Thanalan.
- Things weren't handed to you (you had to work a lot harder to clear content and save allowances) - I disagree, ARR wasn't difficult, it had a lot of terrible systems which just made it inconvenient, e.g., cooldowns not resetting on wipe.
- The raids were harder and had more complex tank/healer mechanics - Sure. Some of them were also badly designed where mechanics would queue based on HP %, e.g., Melusine.
- The dungeons were harder (lost city of amdapor anyone?) - Some dungeons were harder and some were a joke. People literally asked for the current dungeon design, even if they don't necessarily like it now. How often were you going off-course in Haukke Manor for Manor Varnish? I can count the number of times on 1-hand, and that is even when it was the potential for
40K gil for just killing 3-4 extra mobs, which would also yield EXP at the time. - How often did you clear all rooms in Sastasha? How often do you still do it if you get it?
- The relic was harder, involved the over world and HAD a gil sink, AND dungeons even contained some of the pieces, AND crafters could make money selling the weapon needed - This expansion is literally the only instance where it isn't the case. HW still had the crafted items, and was a significant time sink. Eureka had the time and Gil sink, in addition to massive Gil rewards, and the same applies to Shadowbringers. If you wanted good runs of CLL/Dalriada/DRN, then you were still spending a bit of time farming, or a bit of Gil getting all the requisite lost actions and essences.
- levequests had meaning - They still do, whether you decide to use them or not is entirely on you. The amount of people doing Coffee Biscuits was insane. Also is the loss, or restriction on Ishgard Restoration IMO is not worth the sacrifice of making levequests meaningful. Battle leves were useless from my experience.
- Grand company was useful - It had its uses yes. This is a system that they really need to continue.
- Glamour system was more robust - How was it more robust? What are you even talking about here?
- Elemental attributes on gear - The amount of significance and actual meaning behind this was miniscule. Nobody was using a Fire Materia IV - and frankly the only benefit to it was that Mutamix would occasionally give you useless materia
- Tradeable raid glamour meant raids had value in clearing them weekly (the dreadwyrm attire) - Are you referring to Replica Dreadwym Gear? - This was added in 3.x by which time all coils could be done unsync. People are still clearing weekly for loot anyway. Making it tradeable doesn't accomplish anything.


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