Diadem basically had potential, but it was just a lot of empty space with nothing to do besides killing mobs and gathering. This could have been an excellent way to get another use out of treasure maps.
Diadem basically had potential, but it was just a lot of empty space with nothing to do besides killing mobs and gathering. This could have been an excellent way to get another use out of treasure maps.
Sorry to get off topic, but I think Treasure Maps would be better served making standard dungeons slightly more entertaining. You go in, "Hey, I've got a map for here" and that acts as sort of an optional objective to do in the dungeon, and everyone damn well wants to do it because its easy extra tomestones. You wouldn't always have a run of Neverreap where someone breaks up the monotony with a map, but you might occasionally... This would also have the added benefit of putting more people back into various dungeons, if I get a map that points me to Sohm Al, I'll queue Sohm Al, where as right now my only reason to do that is leveling (which I'll eventually be done with) or the Anima quest (same thing), maps would provide a constant reason to jump back into such dungeons. Furthermore, they could put maps in the dungeons... Rather than opening a chest to the fanfare of Blank Prisms, you might obtain something that has your group going "Wait, lets go back and do this!". Could even slap Hunts in there for that matter, open a chest, it contains something to spawn a Hunt enemy so you go do that for the rewards, though as far as open world Hunts go, I'd much rather see them turned into "endgame" Levequests.
Would be interesting if the apply something like that to this Palace, actually... This game needs more horizontal progression, would be quite nice if you reach a point in the Palace where the path is blocked and you need <Item#42>, so you ask around, find out <Item#42> drops in Aurum Vale (because I'm literally Satan), so you have new reason to do Aurum Vale (or you can just buy the item off the Market Board). I'd enjoy that, since it would make it even more of a quest to reach the end of this place, though I can totally understand others not wanting anything remotely like that...
Last edited by Nalien; 04-24-2016 at 04:14 AM.
Completely agree with what Nalien said, man if this led to a Mythic style relic weapon quest line that actually contained "hard" things to do that would be sick.
Relic for casual, Mythic for the hard-core.
I wonder what sort of rewards will be attached.
I'm also curious about the solo-play aspect. I can only imagine that soloing it as a healer will basically be the same as soloing a fate as a healer. Which is like watching paint dry.
Ooo, they could give you a party of mediocre NPCs so that you could actually test your healing skill, rather than how much you can spam Malefic 2/Stone 3/Broil.
I also hope they move away from the "few enemies that hit harder with a crapton of health" style to the "many smaller enemies with less health and less damage" style. They'd die at about the same rate, but it would be less like watching paint dry.
Last edited by Averax; 04-24-2016 at 04:38 AM.
Hopefully this turns out wellI wonder too what they plan to do with diadem...and what are the rewards from this?
This reminds me of the optional dungeon in Tactics. Hope it doesn't have too much in the way of 'too dark to see' areas.
I wonder if those weapons of light are the result of the new relic quest or could they the drops of these dungeons?
It does appear like the weapon(s) used in the begining sequence
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What burned me about Diadem is I wish it could of been more like Dynamis, in the sense you have stages, you start with Bastok/Windurst/Jeuno/Sandoria, then move to Glacier, then to Xarcabard. It feels like what's missing from Diadem is the actual sense of exploring different islands with your airship. Instead it was exploring one zone with 3 difficulties. Instead those "difficulties" could of been from progressing through the "Diadem" content and not just 3 of the same instances with different coats of paint on them.
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