No because you split your playerbase into two directions. Eureka is a "grind" content and the relic are "grind" rewards. If you separate those two, you'll have less grinders that will do the relic because their main appeal will be Eureka and less grinders who will do Eureka because their main appeal is the Relic.
Yes, people that go all their way to explain why the past relics weren't grindy compared to that (False), and thus why Eureka is painful, how farming tens of thousands of tomestone was refreshing and innovative (Seriously ?), or how past relics were more widespread because it contained tome farming instead of specific content (Apparently false, but numbers are unclear)...
I said nothing about "just" getting gear. But I'm pretty sure you would not run each floor of Alphascape several times per week if it wasn't for the loot at the end.
More people ? You mean more than everyone who doesn't raid or grind, which represent the ridiculously largest part of the playerbase ?
Well, I didn't but the design choice is deeper that simply "They like/don't like". SE switched the universal currency to a universal weapon, excluding any challenging content of it, and put the grindy weapon in its own grindy content so that you would do both tomefarming and this new content, instead of tome farming for everything, a formula on which people have expressed frequent issue throughout the years .
Well, since you'll never reach a universal consensus on item looks, it really doesn't matter at all. Personally, I think most Lux looked completely bland and uninteresting.
Well, for me, it's more complicated than that. It's not just that I liked this relic better, but, that, strategically, if all valuable items are shoehorned into tome farming, you'll reach a point where you can't offer any new content, because tome farming will always take the past of least resistance, and thus people will keep packing in expert dungeons. Personally, I would not have put Tomesones reward in Eureka to give people incentive to do both.
Well, you have a few of them too...and the final weaponc is actually useful when doing Eureka.
I don't know, maybe you miss the part where people complained that the relic only reused existing content instead of having their own...the very reason why Eureka was created in the first place.
We know why Gerolt is there, the same stupid reason he was involed in both past relics...It really makes you wonder how much money he owns Rowena. :s
And he can upgrade your gear because he's a good blacksmith and already did it twice.
In Anemos, you don't even know what "Eureka" is, why the Aether is so disrupted, and yes, why killing mobs there crystallize part of the zone's aether. You don't have all revelations at the beginning of any story, you know ?
Then I want my alternate way of obtaining Savage Gear, PvP Gear, Deep Dungeon gear, etc...because I'd like to glamour them, but I don't want to be "forced" into doing their content.
From the same source as my signatureY: Up until now, in the theme park called FFXIV land, we went to various attractions through the Zodiac and Anima Weapon quest lines, but I think a lot of people are getting tired of that system. We are also reaching our limits on how to create routes to go to those attractions, so we thought that we might as well make the weapon quest one of the attractions, as well, rather than it being a tool to see attractions. It will still be a “time to win” based attraction like Zodiac and Anima Weapons. That’s why we thought that the name “Forbidden land” fits it quite well… (laugh). In FFIII, Eureka is a land that is sealed with powerful magic and weapons, so in order to keep that charm point, we want players to put in hours and effort into making it. With that in our minds, we thought we should bring it up by a level, so we made Eureka.