
Originally Posted by
BreathlessTao
Problems with that though...
a) No idea about Ramuh drops, because I've not even touched that yet; I know it's not a hard requirement anymore (if I'm right), but Titan Ex is still impossible for me and that kinda drowns my motivation to go further (see frustration and no fun) - I assume I'm not alone with this, meaning primal weapons are supposedly also out of the question for at least some people; as for dungeon weapons...which ones exactly? Last I remember are the darklight ones that drop from the first lv50 dungeons...
b) "Only" 2nd BIS, yet they require just about as much time as (if not more than) the Coil way... don't really think it's rightly balanced. See, the hard bosses perfectly translate to time investment as well, and then we're facing time investment vs time investment... Do we have two options? Certainly. Is there difference between them, in this regard? None whatsoever. If one can't find the huge chunk of time to learn hard boss fights, what would make them find the same huge chunk of time for soulless grindfests?
c) Titan HM was hard indeed, but it could be done - it perfectly crossed the T and dotted the Is on the "determination" aspect as well, if you ask me.
d) Okay, fine, gate stuff behind long grinds that require no skill at all - it's so much better to have people do endgame dungeons and such without even being able to properly play their roles? Putting aside the swarm of overgeared characters and the thusly easy carries, everyone knows it's not right, everyone experiences the bad players and the toxic atmosphere that more often than not is generated around them, with name-calling and ragequits and such. Ultimately, it's not good for those without the time, and not good for others when they get grouped with such players. And then you have the PF full of LFs that only want people who know the fight by heart, blindfolded, backwards, at thrice its normal speed - like, how? (Re: extreme primals with weapon drops not really being an alternative...)
Yes, obviously, games need their time investments. The problem here, in my opinion, is that it's just not necessarily in proportion with the reward. And in case of the relic progression past Zenith, it doesn't provide any additional perks (ie. learning to properly use different skills in different scenarios) either, which is obviously already a problem anyway. Sure, okay, make us work for it. But when that work is long AND also boring af, without contributing to anything (because a bunch of numbers does not mean actually getting better), while there are so many other things to do as well (as much as certain elements seem to discourage multiclassing, it's still the core of the game, just to mention the most prominent one)... there's just no appeal to it.
I've said this in other posts already, but feel it's relevant again: why is it that the only two options seem to be "AFK123" and "impossible-even-a-year-later"? The gap between the two is so damn wide an ocean could fit in there, why is it so hard to create something that doesn't make you fall asleep but doesn't make you leave angry af after twelve dozen tries either? For example Pharos Sirius (as it was originally) - was great, angry impatient complaints aside. Sure, there were lots of wipes, and there was a good chance it required two or three different parties if you went via DF to get it right, might not be able to do it on the first day either, but eventually it could be completed (see determination). Would have been the perfect difficulty for a "legendary" weapon upgrade. Instead we were ... idek what we were doing at that time with our relic, to be honest, probably getting turned into zombies in low-level FATEs for twelve pieces of rainbow candy for a new lick of paint.
And yeah, I meant lore-wise. Unless you're one of those guys who only sees numbers everywhere, you choose your starting class because you're attracted to it at the very least, at which level I think you'd want to get the "legendary" weapon for that class(/job) when you get there later on.