make me miss my wyren companion even more as a dragoon


make me miss my wyren companion even more as a dragoon
My main gripe with Eureka is that it is entirely for the relic grind. This shouldn't be the case. This ruins the whole area. Here's how I would have liked to see it.
- Drop the lockbox filth. This isn't overwatch. Just let the NMs drop their loot. We don't want sprinklers.
- Add A ALOT more NMs with unique spawning conditions such as spawning a goblin NM by trading a gold ingut to a ??? point. Trading 2 NM parts to another ??? to get a bigger NM etc.
- Loot. Loot. Loot. Loot. Glamours and AFs aren't enough, give us a reason to do this along side of Sigmascape. Give us a reason to do this at all. Lv10-69 loot from low tier NMs, Lv70 midtier gear from bigger NMs, and finally Raid tier gear from NMs that have enrage timers, special mechanics, and takes an alliance to kill.
- Make spawnable NMs untouchable by outside of party players. It needs to be a challenge, and a war of attrition, not a zerg fest.
- Mechanics such as having to sleep/stun the NM, tank swap, handle adds and so on.
- Again, LOOT. Preferably visually unique loot since SE is afraid of stats.
Recruiting for EXCEED on Balmung. Social casual guild, just for fun.


I like a lot of those. There's some good stuff in there.My main gripe with Eureka is that it is entirely for the relic grind. This shouldn't be the case. This ruins the whole area. Here's how I would have liked to see it.
- Drop the lockbox filth. This isn't overwatch. Just let the NMs drop their loot. We don't want sprinklers.
- Add A ALOT more NMs with unique spawning conditions such as spawning a goblin NM by trading a gold ingut to a ??? point. Trading 2 NM parts to another ??? to get a bigger NM etc.
- Loot. Loot. Loot. Loot. Glamours and AFs aren't enough, give us a reason to do this along side of Sigmascape. Give us a reason to do this at all. Lv10-69 loot from low tier NMs, Lv70 midtier gear from bigger NMs, and finally Raid tier gear from NMs that have enrage timers, special mechanics, and takes an alliance to kill.
- Make spawnable NMs untouchable by outside of party players. It needs to be a challenge, and a war of attrition, not a zerg fest.
- Mechanics such as having to sleep/stun the NM, tank swap, handle adds and so on.
- Again, LOOT. Preferably visually unique loot since SE is afraid of stats.
I'd be cautious about putting anything too mechanically complex in an open area like this, but the rest of it absolutely. I was actually just thinking it would be a lot better if there were a bazillion more NMs dropping the stuff the lockboxes are currently dropping (minus the fireworks... f the fireworks). Basically if they're going to make Abyssea - FFXIV Edition, MAKE ABYSSEA. Hell we've already got visitant status.


If they had put in a single gear piece that unlocks Fire V for BLM, I'd have done anything in this content without question. I think if you're going to be creatively bankrupt on the content design, at least make up for it on the reward side of the equation. I know YoshiP is against adding in special effects, traits, or anything interesting on gear, but... is it that bad to actually have your players desire gear? Do you think party finder is going to get any worse than it already is?

I know SE has been saying that adding additional effects to gear sets would be a risky move for multiple reasons, but Eureka is the perfect testing ground for something like this to see how the community would like it!
Add effects to the relic armor and weapons, for example one thing that crossed my mind when upgrading my SMN to +1's and +2's, the Channeler's Horn +2, "Increases damage of Egi attacks." but make those effects only be active inside Eureka, make the gear worth getting and upgrading to be used inside Eureka for more than just bragging rights of being able to dye the final set and for future usage when this content gets expanded on and we can upgrade it to next stage.
As someone who dedicated quite a bit time into the early days on XI up to the days Abyssea, I'm loving Eureka so far, the grind for next level, the level down risk of running into area you are not meant to be yet, forming exp groups and setting up camp and pull monster after monster, competing with a nearby group to see who could pull and kill their the fastest, the danger of high level monsters killing you, everything!


I thought of some additionnal effects that could be interesting to have but not gamebreaking. Imagine if Fang & Claw and Wheeling Thrust still have their native potency of whatever it was at the start (100, IIRC), and the Eureka relic increased them to what the 260 they are now, but keeping the positionnal potency untouched.
Technically, a perfect player that would hit all positionals would not see a change with it, but for less skilled ones, it could be a good way to catch up a little. And even for good ones, it would help a little for the few times you can't actually hit your position.
PLD's divine mastery on Clemency is also not that big of a deal in savage raid, where the party don't expect them to heal themselves. So, if the Eureka was the one to hold this effect, if wouldn't change the raid meta, but could help a lot for PLDs who like to play solo.


Didn't FFXI receive an update recently? I'm positive they had a callback campaign sometime ago with some updates to it
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