Because once upon a time, that's what Yoshi-P said - that relics would always ultimately be the best. The fact that they're now a side-grade and raid weapons are top-tier is actually a deviation from the original model.
Relics once meant that you were experienced in all pre-raid content, and then became a requirement for raid entry. Now, new players who started with Heavensward got to 60, finished the MSQ, and jumped straight into Alexander because raid content was no longer gated with this kind of skill check. I watched several of them, new to endgame group content like this, really struggle.
Relics used to be something to be proud of, and not just for the time invested. I'm truly sad to see it becoming something second rate.
I haven't set foot in Savage and have no desire to because I've already finished the story (and a completely unengaging one, at that). However, our FC spent months and months bloodying our hands in Coil to see a story that you had to put in real work to experience. We discovered the secrets of what happened to Bahamut and Louisioux after the Calamity, and that's something not everyone got to do. It truly felt like an accomplishment.
Alexander suffered from a problem that everyone had figured out in a very short amount of time - Normal would be too easy, and Savage would be too hard.
And this is why my husband has all but quit the game. He has been a bard main since 2.0 release. In 3.0, bard was completely reworked into something he no longer enjoys. He was hopeful that machinist would be a suitable replacement, until he realized it was basically the same class as the bard rework with a gun. For months he stuck it out, even tried other jobs, but just didn't enjoy them. He likes playing physical ranged DPS, the way bard used to be. He logged on tonight for about five minutes and logged out in disgust.
My husband and I aren't just people who are casually enjoying the MMO of the week. We're legacy players who have been here since 1.0 beta. We attended the fan festival in Las Vegas. We love FFXIV, it's the game that finally feels like home. But we're watching our FC suffer right now because nobody's enjoying the game. One of our officers said it best, that the rushed version of the game (2.0) felt like level-capped content was more well thought out and executed than in Heavensward. He expected with 3.0 he would get more, but felt like he actually got less. In a way, I agree. Only two expert dungeons to run instead of three, two classes that are reskinned versions of each other (one that got an undesirable rework and has spawned thousands of posts full of negative feedback that has barely been addressed), an unengaging endgame raid story that's easy to beat, the same old relic grind for a weapon that now feels like a pale afterthought. Heavensward promised to be amazing - the new areas are beautiful and the main scenario quests were breathtaking. But I think that's truly where the majority of the development of 3.0 was concentrated. I'm really concerned about the state of the game right now. It's suffering from some major issues, things that I'm not sure the dev team is willing to or can even fix.





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