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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,469
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    8 years of stack, spread, partners, clockwise/ccw, donut, point blank, and slow dilution of job design into nothingness, and people act surprised when the reaction to nothing new is negative.
    New encounter design promises for 7.2 but nothing to show for it so far, and people act surprised when the reaction is negative.
    Diadem > Eureka > Bozja > Green Bozja, and people act surprised when the reaction to nothing new is negative.
    Bland, tedious fate farming as the base of everything since forever, and people act surprised when the reaction to it is negative.
    When is the last time this game did new things? CLL/Dalriada? The job gauges in SB? Island Sanctuary (kek)? Variant? Oh right, they innovated in pvp with Crystalline Conflict, my mistake. I admit defeat, it happened only 3 years ago.
    (15)

  2. #2
    Player

    Join Date
    Feb 2025
    Posts
    344
    Quote Originally Posted by Valence View Post
    8 years of stack, spread, partners, clockwise/ccw, donut, point blank, and slow dilution of job design into nothingness, and people act surprised when the reaction to nothing new is negative.
    New encounter design promises for 7.2 but nothing to show for it so far, and people act surprised when the reaction is negative.
    Diadem > Eureka > Bozja > Green Bozja, and people act surprised when the reaction to nothing new is negative.
    Bland, tedious fate farming as the base of everything since forever, and people act surprised when the reaction to it is negative.
    When is the last time this game did new things? CLL/Dalriada? The job gauges in SB? Island Sanctuary (kek)? Variant? Oh right, they innovated in pvp with Crystalline Conflict, my mistake. I admit defeat, it happened only 3 years ago.
    The Square Enix team doesn't even seem to understand what innovation actually entails. It does not mean just adding some random things to existing stuff and hoping it works. When they "innovate", they do the barest minimum.

    Variant is the prime example of this. People want "branching paths". What did they do? Oh right, they just added THREE LINEAR CORRIDORS in a single instance, and you can choose which linear corridor you can enter at the start of the dungeon.

    BRAVO! That's PEAK branching path/non-linear gameplay!
    (12)