Which are unique to Eureka because?
They could literally design FATEs like that in the open world that you have to do for Relic quests. Much like with the 2 Relic Trials from ARR.
I mean, they already have Raid FATEs that no-one cares about... Give those interesting monsters and mechanics and tie them to Relics if that's all you care about.
But... I play my character to play my character.
Which is a sentiment regarding why old Relic FATE farms sucked because you'd sync down and not rely on all your skills (Also, become massively OP because syncing keeps you significantly above content in terms of power levels)
How is it any different to doing FATE Trains in literally any other part of the game?
Heck, I experienced this just leveling back in Coerthas Central Highlands. No Relic farming, just groups of people banding together to level 35-40ish. Including actually fighting the Raid FATE there.
It was literally exactly like Eureka.
I already addressed the fact that they could have altered the items required for Relic farming from Atma to Crystals to make it have less FATEs farmed.
To say nothing of the drop rates changing, like how current Atma requires a fraction of the FATEs to get the Atma drops for ALL 13 JOBS than it does to even progress 1 weapon through Anemos, let alone getting through Pagos/Hydratos.
Also, "Leveling Up efficiently" if you mean, it isn't absolute garbage like chaining mobs is, sure.
My time spent leveling in Eureka has been mostly from Challenge Logs, despite spending hours farming FATEs throughout the week...
But why? Why not have new content that you can opt to do and if you don't like it you can still work on it?
Especially if the "New" content isn't new at all and is just the SAME FATE FARMING that has existed in the game since 2.0?
Extra old content grinds added to it... You mean like FATE Farming? Oh wait...
Or they can be actually competent and let people work towards the Relic weapon, the one that you work on continuously throughout an expansion, the one that up until SB had a story attached to it that you went through and the one that has the shiniest (Quite literally) and most extravagant design to it?
Why create 3 different weapons (With the Crafted ones being crappy imitations of an end-game weapon especially with the unupgraded versions being better than the higher ilevel exchanged ones because lel overmelding) when you could just have separate ways to work towards the same flashy weapon?
So that people can play the content they like in order to do the massive grind that is associated with the cool looks and (Usually) story that is the Relic weapon.
You mean like progressing through raids do?
What? You're rewarded in Eureka for FATE Trains, just like you have been since 2.0.
Where you don't actually have to do much, just be in a party and exist at a FATE and passively get gold tier rewards.
Then you get rewarded for farming light. Much like with the previous 2 relics. Only this time you can't get light from multiple sources of gameplay (Like Raids, Dungeons and high level FATEs)... That's not new and different, that's just the same.
I too am looking forward to creative ways to play max level characters. I hope it doesn't take the form of just FATE Trains ad infinitum.
Since, while I like the occasional train, I also like you know, actually feeling like I have an impact on the content I'm doing. Where I'm not just hitting for 0.01% of some NM's max health per hit alongside 100 other people. Where I'm not just rushing to group up enemies so that they can get AoE'd down by the classes that have good AoE damage.
Where I can actually play my main class, in my main role (Warrior, as a Tank) without it just being relegated to being a subpar DPS because there's 30 other Tanks and only 1 target that actually needs tanking.
I much prefer more focused alternate content. As I find it more engaging and fun, even if it's more outside the box, such as PotD rather than strictly Dungeon/Raids.



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