Mounts, craft mats, minions, weapons and gear. About the same, except diadem had more to benefit crafters and gatherers. The spoils mechanic was better than the lockbox one, imo. Just being able to go in for hi cordials was nice.
Those are still pretty specialized groups, though. Now, I doubt the claim that Diadem was done less. It had much more to offer. People weren't forced to go there. And some of those in the groups that went for some other purpose would never worry about their relic. The relic is something that you find a much larger number of people doing, and everyone is forced to go the same route to get it.
- Pagos... Anemos was actually bearable but Pagos just generates a growl within me.
- The Titan Hard Mode latency issues of 2013. I actually almost quit FFXIV... it was that frustrating
- There was a particular stage of the relic process that completely grated on my nerves... the Zodiac stage. It was brutal, it was expensive, it had rng rates that would have you howling in rage and the time sink bordered on insanity.
- The Raubhan / Pipin EX during Stormblood launch... I was amoung the lucky few who escaped it and got through the madness in minutes, perhaps because I logged in to play the moment the servers came online thus I was a little ahead of the surge of players. Several of my friends who I wanted to play with weren't so lucky. I ended up playing for seven hours straight once I got past Raubhan because I was so afraid of getting trapped in any other bottleneck ahead.
- Lord of Vermillion... funny enough, I was looking forward to it when it was initially mentioned; then it got implimented and I was annoyed at how complicated it was.
- The red chocobo quest in patch 4.3... I now hate all red chocobos.
There are a few more, but I just cannot remember them off the top of my head at the moment.
Last edited by Ramesses; 09-08-2018 at 06:28 PM.
The decision to make the tome gear "upgradeable" with stuff only found in Savage before the odd patch instead of having it upgraded at the start.
Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.
My personal two :
- Capped tome gear (especially weapon), killing the relevance of every gear besides raid
- Splitting 8-man raids into normal and savage, giving less incentive to tackle really hard content
Forced cutscenes on Praetorium & Castrum Meridianum.
Oh and another one: Eureka, since it an instance place, it kills Duty Finder, FATE, The Hunt, and part of Party Finder (you can't open Party Finder menu while in Eureka)
Last edited by ximxim; 09-08-2018 at 07:56 PM.
players
Months playing solo online feels so boring, i dont know if clearing most savage and other contents through pfs is an achievement or just sad to even think this is an mmorpg...
Last edited by Ssmiley_Bjakkzz; 09-08-2018 at 11:25 PM.
1. Extremely incompetent handling of housing
2. Eureka
3. Massive influx of microtransactions with none of the profit being invested back into the game
Thought of another one courtesy of an exchange in a different thread: The removal of accuracy on gear.
1) It made NM raid and 24-man gear even more pointless. I used to have at least some incentive to pick up a piece or two here and there for the sake of meeting accuracy requirements. Now I just clear it once (or not at all) and don't bother looking back again. Doubly so if they continue allowing the crafted gear to be traded in for +10 ilvl versions.
2) It made fighting anything higher level than you an exercise in absolute frustration. In a game that is so heavily bound by a static rotation, with buff upkeep on several jobs tied into said rotation being executed, making it so that attacks miss and giving us no control over it whatsoever is ridiculous. Primary offender: Daily hunt marks for EXP. Guildhests also have enemies above your level, IIRC, but that content is long dead.
3) It made gear itself super boring. If you don't have to worry about missing (because you have no control over it, not because it's not possible), then you're effectively playing with 3 stats. Which have a clearly defined hierarchy. So exciting. When you can look at item level and just say "yup that's better," gearing is boring.
Bonus) Before the removal of accuracy, the way they treated healers doing EX Primals/Savage. Utterly ****ing stupid having to slot accuracy into damn near every slot and/or create an accuracy-heavy Relic just to do your job properly.
Last edited by Darrcyphfeid; 09-09-2018 at 02:48 AM.
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