The point of relics to the community is to keep content relevant for lower level players. We did fates in 2.2, because new players were struggling in zones without more experienced players running content with them. Then we did dungeons, including the early level 50 dungeons, so that fresh ilevel 50 players would have more skilled players in their parties to help them clear dungeons and score better gear. We bought items from crafters so that the crafters had something worth selling. We bought materia, so that every player in the game would suddenly have items in their possession that were worth something on the marketboard.
And when the devs couldn't come up with anything else, they had us earn light from all of the content in the game, to ensure we were out there DOING things rather than AFK in town.
It was all planned well and good for what the FFXIV devs were trying to accomplish. Low level dungeons had the occasional veteran on a relic quest who could ease 3 newbies through the fights. Most zones had a fate group running a year after 2.0 launch, which low level players could join for some xp farm alongside the veterans.
The problem was that the devs weren't designing the relic quests to AMUSE the players who were working on them. What was the satisfaction of failing to get atma 100 times in a row? Where was the satisfaction of grinding for a month just to earn enough light to get a 5 ilevel increase? Where was the fun in waiting over an hour for a specific fate that spawns only in one spot?
Overall, I think the 2.X relic questline was decent, but needed some work on the above points. The Mahatma phase was a perfect example, in my opinion, of what the Nexus phase should have been. The zodiac weapon phase had some diversity in what it required, which kept it interesting, despite the initial annoying RNG in dungeons. Even the books were kind of cool at first, until I ended up spending most of my time waiting on fates that never spawned.



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