Quote Originally Posted by StouterTaru View Post
The problem with unique content for the relics is that it either needs to be solo, or there needs to be an incentive for people to do it multiple times.
Definitely agree.

Looking back at the Relic Quest so far in 2.0, it feels really obvious that the Dev Team recycled old content for the sake of spending their resources elsewhere. It's definitely the cheapest way to go for Development Costs (Time, Schedule, Team Members). Why have them make original content when they can "ingeniously" send players back through all the old Dungeons, FATEs, collecting Light, etc. without having to spend time creating new animations, art, designing custom battles, etc.?

I don't agree with this at all, but it's very clear they were doing that.

Perhaps Yoshi P can take inspiration from an older Final Fantasy game where they incorporated upgrading Ultimate Weapons by having it involve a brand-new Raid / Gameplay System as an OPTIONAL / Side Objective:

* In Dynamis, player could challenge multiple objectives:
* Battle through the land and face Dynamis Lord
* Challenge various NMs for Artifact Armor Drops
* Most Mobs you killed had a chance at dropping Rare Currency (that you could sell or collect to help you for Relics)
* You could challenge and try to get Fragments for other upgrades
* You could go through Side Paths, Side Objectives to challenge Rare NMs to try and get an Attestation for your Relic (Attestation of Might, of Celerity, of Force, etc.).


I always felt it was a great way to incentivize players to do an activity together and have different purposes within that mass Raid. There were multiple objectives and rewards.

I hope Yoshi P creates some unique challenges for the Relic in 3.0 Heavensward, to make it more fitting to that idea of what a Relic Weapon can be.