Combat :
+ Fight design is overall great, mechanics are fast-paced and fun, and can be punishing enough for casual/midcore content.
+ Phantom Jobs have some really fun mechanics. Some can feel a bit too uninteractive like Knight tho.
+ Vuln stacks in CEs staying until the end of the fight or your death is great, as a professional floor tank I approve.
- Mobs having a reduced aggro range and pursuing range. It might have been a bit too much previously, here it might be not enough, increasing the danger could be good.
- Mobs being a bit too uninteractive. They can't be like bosses of course, but having more "mechanics" tied to them like in Eureka Orthos could feel good and improve the chaining part of the gameplay.
- Some visual components can be hard to read if you have issues with your eyesight, like the exploding AoEs in the Berserker CE.
Relic Grind :
+ Being able to do it both in and out of the instance is great, keep doing that until the end of FF14.
+ Weapon design is quite pretty this time around.
+ Having subsequent weapons not require as much of a grind is also very good.
- While atmas are clearly not as bad as original atmas from ARR, not AT ALL, RNG drops still never really feel great. Maybe you could mitigate it by allowing people to buy atmas for a shit ton of gold or silver coins, just so they can still have a reward if RNG keeps messing with them.
- While I don't mind the 1500 tomes for the next weapons, it kind of defeats the purpose of going in the zone and grinding the weapons. A good compromise would be : keep the 1500 tomes, but allow us to keep dropping excess atmas that can be exchanged for the weapon materials still. That way you're still encouraged to keep doing content in the zone to farm your reiics.
That's all I can think of right now, let me know your thoughts. Or don't. Or go drink some tea. You do you.

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