Quote Originally Posted by Tanathya View Post
I don't think anyone's asking for a nerf. In fact, if it was for me, I'd make everything (significantly) harder. Nerfs started way before Steps of Faith, but that has absolutely nothing to do with what people are complaining about Eureka. Actually, Eureka itself is dumbed down from the very beginning, one of the main problems with it. Community saw potential to improve what was the first Diadem, we saw the second Diadem thinking it'd be better, and it was yet another disappointment. This is basically the same, but everything's said and done in that respect.
Well, that has been the majority of the complaints I've heard so far and the same fixes.
"Leveling is too slow" "increase exp/add quests/hunting logs"
"killing the same monster over and over is boring"
"level requirements for mounts and teles should be removed"

My responses were:
- Leveling is pretty quick if you join the NM train but I dont think this is the way it was intended to be played. To fix they need to add some hindrance to NM training like a claim system or a caveat where when killing the mob to spawn an NM you need to be gaining exp, or something else.
- To some its boring, others have been calling for this specifically as a way to level up since 2.0 beta. To adjust the monotony they could add in other pop mechanics. Another thing they could do that would be interesting for another map is to bring back the Black Shroud from 1.0 as pieces used in a procedurally generated map. that way each instance will be a little different, things would be placed and need to be found.
- Things like tele and mount lockouts give you something to work towards aside from the usual drops but like most other stuff in ffxiv once its unlocked it stays that way.

Just a few things they could do that would spice this content up. Aside from QoL adjustments Eureka does need a little seasoning but its not on the same level of DOA as Lords of Verminion was.