Locking Dyable Artifact Gear Behind A Extreme Trial, Good Idea?

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Hi everyone,

As you may have seen from the title or found out yourself, this patches dyeable artifact gear comes from a EX trial, compared to the the crafting/MB of ARR, and Eureka of SB, I completely forget how you get it in HW so my apologies.

But I’m wondering if this is really a good idea, sometimes EX in PF can be hell depending on your teammates, you can practice and research all you like but there’s no changing bad teammates, you also run the chance of running into aholes who demand a perfect clear on day 1 and will btch and moan if you mess up on day 1, I’ve seen these PF’s and encountered people like this in the past. There’s also the fact that some people don’t do EX/Savage, I for one get stressed out of my mind in the PF thanks to previous experiences and eventually there comes a point where I start playing like crap, that’s why I don’t play Savage/EX.

Of course, there’s always a argument for good rewards thanks to increased difficulty, a hard boss is hard in a single player game because it’s hard, the same can be said for EX sure, but in said single player games you don’t need to be worrying about your teammates, and if you get stressed you can easily take a break and come back later with a clear head, but in FF14? That boss can be much, MUCH harder thanks to your fellow party members, and what are you gonna do when you take a break in FF14? Sure you may be well rested and refreshed, coming into this with a clear head, but what of your party members? This new batch could just be as worse then the last.


Thats what I think at least, but what do you think? Is locking dyeable artifact armour behind a trial a good or bad thing? Why or why not?

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