Quote Originally Posted by metrolink View Post
Eureka is exactly what you're saying what the game needs, yet you say it's one of the reasons the game feels stale and going in cycles. Eureka is something different and refreshing, it's the developers exploring new kind of content. The elemental resistances, the death penalty and the mob chains are all a new twist to the game. It's not the best type of content for everyone but it's a new twist on the game that tries to take it to a new direction
It's Diadem by a new name. It's boring, bland, and repeating all the mistakes that caused Diadem to fail. The elemental system is nothing but a shallow rock-paper-scissors system that adds tedium by making you switch your elements around if you stop fighting the same copy-paste mob. The death penalty is not something to praise, it's sometime to scorn and rightfully so. MMO's have backed away from exp loss for well over a decade now; those of us who suffered those days don't wish for it back because losing your hard work is never fun. Lastly, chaining mobs is nothing new even to this game. You can make chains on exp mobs out in the open world, you probably just never noticed it was a thing because it's very poorly developed and pointless. And like the other points, this isn't something to praise them for. It's been brought up before, but the endless grind of trash mobs is both exhausting and highlights the flaws with the combat in XIV. In XI this type of thing could work, because combat was slower paced to begin with. It also let you have time to chat with the group.

In the end all it is is a a re-skinned Diadem with a shallow rock-paper-scissors system slapped on. It's not new, it's not creative, and most certainly isn't refreshing. There's valid concerns to the state of the game when 17 months of development results in this. Something that is by all measures nothing new and clearly not reflective of over a year of development time.