They could try something that hasn't been done since ARR - they could try making it fun.



They could try something that hasn't been done since ARR - they could try making it fun.





Suggested it a while ago but imo one of these relics should eat other items, such that they are able to match the ilvl of an item after being fed enough - but because they're a relic they'll have a slightly better stat break down too (so they ilvl 500 relic > ilvl 500 other gear). In such a way that relic is always better than any content out, after the relevant feeding has happened. Before you can feed the item perhaps you have preparation steps, these will be available sooner than new content is released so that when the new content releases players can start nursing their relic to primary status right away. Allowing you to make it quickly the top weapon again, so long as you prep the item during the down time, and still meaning new content is worth doing for the feeding and of course glamour. Due to a mechanic, that'd be nerfed later, you wouldn't be making a relic for every job you played in the beginning, just your main - so people would still use other items as a main weapon (to help make it so non-relic of matching ilvl is seen a bit more often).
Further onto that or in another relic I'd like to see a crystarium, license board, sphere grid for the relic. Perhaps building off of Shurrikhan the sphere grid is made from the parts you've put into it, so you've designed your own board depending on the order and parts (if there were five pieces to the relic, each part adds a grid piece and the total sum is called the sphere grid). Once a part has been mastered (full grid unlocked) there might be some special task presented that would reward an ability to socket to one of the ability slots in the relic, like master a mist dragon's part and you get an ability passive "chance to have Shade Shift to activate on critical hits, doesn't trigger cooldown". Mastered parts will be remembered, and the ability you learn from them, such that you can put in a new part and if you decide you can go back to the old fully unlocked section and or ability. The section (grid piece) is remembered separately from the ability learned. Such that if you had a mist grid piece mastered, that rewards the mist shift passive, and kirin grid piece, you could have the mist grid piece replaced by kirin and mist shift passive equipped. Going off of Shurrikhan's building idea it would allow players to build an okay relic quickly (casual relic) but for those who wanted to make THE BEST, which they could, it'll take more effort.
Savage and extreme content that doesn't have echo yet will not allow passives, just for balance reasons so abilities on items don't cause many issues (to prevent players from doing things like "Ninja rank 4 Mist Shift or kick").
Another concept they might try, is during relic progression steps you can cast an advanced glamour on the weapon which will cause it to mirror the stats as well - a very advanced unique glamour. In this way if SE has you go back to farm EXP, lights, or what have you, the process isn't so painful lol.
Last edited by Shougun; 02-02-2019 at 01:18 AM.


Honestly, Eureka is probably one of the better designed ways of getting a Relic weapon. You know, outside of the fact that Eureka is in of itself, horrible content.
Anyway... My 2 gil on the topic:
Creating a Relic weapon should be achievable through varied methods. Given that it's "The Grind" that draws in a bunch of people because of it being a constantly upgrading weapon throughout an expansion as well as a shiny unique glamour at the end that will last throughout future expansions.
So, something akin to the Sand part of the HW relic, where along with the (Egregious) amount of Umbrite, you also had to collect stuff to trade for equal amounts of Crystal Sand. With the items you could turn in being varied, such as Crafting or Gathering Scrips, Amber Encased Vilekin from Leves, Demimateria, items from EX Trials or Raids etc.
This would mean that the grind would be reduced, by the fact that people would be able to do the content they want to do and still be progressing through it. You wouldn't feel forced into say, spending 1000 hours per day in Eureka, or spamming Tam-Tara 900000 times to farm light, unless you actually wanted to.
In addition to a more flexible grind, what could also be neat is locking each stage of the weapon behind a Masked Carnivale style encounter. So that you have some interesting but somewhat challenging content to overcome, as well as some story to go along with your weapon. Which would help make the item feel more rewarding to obtain (As opposed to "You need to make the soul of the weapon stronger by fighting tough enemies!" > *Goes to farm level 15 dungeon unsync'd a million times*)
So yeah...
I vote for some flexible grinds, so that you can progress with a variety of content. I'd also like to see the stages function differently to each other such as with the ARR/HW relics rather than be the same old thing only in a newer and shittier zone as with Eureka. Finally, with unique encounters to advance each stage, with associated story, to make the weapons feel more epic to acquire.
As far as the item level goes, well... Being able to work on something competitive would be cool, without it just being outclassed by raid weapons outright, but also without being too easy to get and thus invalidate raid weapons. It's an odd one to balance. Since, on the one hand, they're grindy weapons and supposedly very powerful or legendary so would make sense to be the pinnacle weapons for the expansion if you can tough out the grind. On the other hand, actually completing 24 man raid content is more challenging than just grinding for weeks in some snoozefest area of the game...
I suppose you could make the argument that if the relic weapons stayed on par with the ilevel of the current tier of raid weapons, with Savage raids also giving items that can be used to boost the relic up to Savage ilevel (Or even higher) that could work. So raiders would get faster weapons, but still have incentive to farm out relics for better stat distributions (And/or slight item level boosts) if they are willing to put in the time to grind. Meanwhile non-Savage raiders would be able to stay on par with normal raiders weapons but wouldn't get to surpass Savage raiders.
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