The relic is BiS for some jobs, to some people it's worth the process to get to that. For others, it's not worth it to slam their heads into it. (espesiaclly MCH and maybe DRG). Me personally? I'm so disappointed that a content could be delayed so long but only end up using existing and even old 2.x content. It's the final straw for a lot of people, and the already-low expectations I already had with the content patches continues to dwindle even more. I'm ready to take a (indefinite) break from the game if my raiding static wasn't still together.
Then they either have an entirely backwards thinking, or they need honestly stop sitting behind that excuse. There's absolutely no reason for a piece of content to be delayed and still come out the way it is. Not to mention there was a slide in a Liveletter a long while back where they'd acutally rotate people for designing content, or something along that line. Regardless of who it was, the problem is reoccuring with each and every patch, and it's notorious bad for 3.15's anima quest which was delayed since 3.0 because it wasn't ready (and it does not have the design to show that long of a development time). Even in regards to relic I wasn't expecting something over the top as new encounters and such, but rather for them to stop making 2.x content relevant to 3.x's progression. I'm fine with going back to eastern thanalan to rescue an important NPC from halatali. I'm not fine with going back for 2.x hunts (which for some reason ,rewards more than 3.0 hunts toward the anima quests) or 2.x beast tribes to work on 3.x content.
A principle that takes effect in customer service is that people will wait for good product.. At this point I feel that SE can't afford to pump out subpar or bad content because all it'll do is lower expectations and patience (if you really need to delay something to perfect it down the road), but they've already accomplished that in most people's eyes as early as 3.07
The anima quest (which is the majority, if not entirety of 3.15) was delayed from 3.0 to 3.1 to 3.15. And to be fair, the mid series patches are only really there to add in things like balancing changes, QoL adjustments, or otherwise act as the "second half" of a content patch. Like I mentioned before, SE has set themselves standards in 2.x cycles that they themselves are not meeting now. You can quite honestly look at the patch notes for 3.15 and realize that it's mostly padding because of crafting items and quest objectives from something that should have been in for the release of 3.0, compared to say 2.35 or 2.55
Last edited by RiceisNice; 12-23-2015 at 04:53 AM.
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The issue is BiS means very little. As I mentioned, for my job as a SMN the difference between a Relic (Worst in Stat 210) and A4S (Best in Stat 210) weapon is 2.5 int. Where the Relic stats are effectively = 1348.188 INT and the A4S stats are effectively 1350.839. To elaborate, that means the A4S weapon is 0.19% more INT, and when all of your other gear adds up to ~1000+ INT, it's the difference of a 0.11% increase. If I did 1500 DPS (which is more than I do, put maybe with a 210 instead of 200 weap) then that would be a difference of 1.5 DPS. The variation of DPS is greater from things such as latency than from the gear set.
Yes, the difference is slightly larger for NIN, but not that much larger.
Last edited by Kaurie; 12-23-2015 at 04:55 AM.
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The development team is definitely in a poor state. I base that mostly because every time something that should be done in the game hasn't been done, they always blame lack of resources. Which is an extremely poor excuse. I won't blame Yoshi-P for that, but it baffles me that SE would not put more men and money into a game that helped put them back in the green from the horrible state they were in. We have been waiting how long for add on support?
The relic quest seems to be a shining example of this. They delay it till now when it should of been a thing at launch and what we still got was recycled content stacked on recycled content. Its absolutely abysmal. What I wonder is how it would of turned out if more resources were put into it. I can't answer that since I am not part of their team, but if they continue this backwards thinking as you said, then all we will get is recycled content, lack of new and innovative features to combat/content, and people will quit over time because of it, or only get on for a few days per patch.
I know I have already gotten pitch forks for daring to question unique stat traits, but do we really want them with the state of mind they are in with resources/mind set they have right now? I rather they get more resources, some new blood planners who can make something so awesome and unique to the battle system it makes it feel refreshing for a lot of people. Something we didn't know we wanted.
I halfway agree. 1.0's relic quest was a horrifying experience, but the 2.0 version of the quest was done really well. It has grind in it, but it did have take a breather moments with interesting content like Chimera/Hydra and fighting the primals.
Last edited by Velhart; 12-23-2015 at 05:04 AM.



Nah, the 1.0 quest was way better. Hamlet is bs but everything after that was more interesting. Like each job got its own unique challenge levequest. The point is though that the crew working on the game that literally had an expiration date gave us a quest that was far more interesting and had more unique stuff added to it than any relic quest from 2.1 until now.
I think it should be done as below for balancing casual and hardcore players.
The Anima current grinding reduced by half for those casual player who did not or will not do any end game content such as Alex Salvage.
(I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
To make the Anima well worthy for hardcore players - the grinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
1) Bard/ MCH Weapon : casting time reduced by 50%
2) Tank Weapon : Damaged taken -20%
3) Healer Weapon : Cure Potency +20%
4) Casting Mages Weapon : Damaged dealt +10%
5) Melee Weapon : TP consumed -20% or something....
this shall make end gamers feel that Anima is worth grinding.
Or even add in special weapon skills or actions only available from these Anima equipped.
Well... These ws sure must be very strong to be worth obtaining.
Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
Last edited by Pompompar; 12-23-2015 at 11:50 AM.


Again, that will make the Anima weapons required rather than optional meaning Raiders will expected to have to do it. I know at least a few raiders in my FC who would be very unhappy with that. The 2.0 relic didn't interest them and the 3.x one certainly wont.
If they had a method for scaling difficulty to ilvl that simply they wouldn't be lacking a midcore difficulty at the moment.
While the additional stat are made to easy your salvage raiding, but it's not a min requirement.
If you can raid without now, why is it a min requirement for you or your team mate ?
It's still an optional.
The scaling of difficulty mainly the scaling of hp/atk/def of mobs you fight in it.
They have done that system in other games, again... A fast name popped up is FF11, which majority here doesn't like to compare with...
It just a matter they want to do it or not.


Its not optional because SE will have to balance content around the stats because otherwise it will adversely effect the targeted difficulty for the content. Whats more is raid groups will start to expect their raiders to get the weapon and those who don't will be seen has holding the rest back. That's what happens when you introduce things that effect power levels dramatically.
As for the scaling, if the system was in place they could already be using it. It doesn't and such systems are not minor to implement. Also in most cases balancing the highest level difficulty content isn't feasible with scalable content. Even WoW which has almost its entire raid structure scalable still has set conditions for their highest raiding.
I have never played FF11 so I cant comment on it. However assuming that a model that works in the FF11 engine will translate well into the FF14 one is rather optimistic.
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