Reflecting on Occult Crescent

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Hello, this is sorta a thread I'm putting out there to cover my personal opinions in regards to Occult Crescent. I am someone who absolutely loves Save the Queen and thinks Eureka is excellent content as well. Occult Crescent however took all the pieces I disliked of both those forays then somehow added even more garbage on top.

There are a few positives to start out with before I dig into the negative however. First off has to be the most obvious one. It's nice seeing a foray where people engage with the action systems. Occult Crescent is the only foray where actions are almost entirely free to use so unlike Bozja where most people just run Protect and Shell without an essence you do actually see people using Phantom Actions that have real impact on the content. The second positive is that I do like both the zones. Both are nice visually which can certainly not be said about Bozja and some parts of Eureka. Finally I do think Forked Tower Magic Normal and Extreme are good and enjoyable foray raids though I've already written plenty about Extreme in another thread on here so I won't dig into it further here.

Now onto the negatives of which there are far too many so I'm just going to list them off:
- Only having 1 FATE up at a time makes the zones incredibly dull and results in so much time being spent staring at an aetheryte menu.
- CEs are fun but are largely pointless to grind since they are slower than FATEs and don't reward well
- Having to run to every CE sucks after Bozja just let us teleport to them.
- Auto-spawned CEs and CEs based on mob kills do not go well with eachother, choose one or the other
- Pots are downright miserable, the 20 pot limit existing even in North Horn even after all the previous complaints is downright shameful.
- Mobs below your level still doing the same damage to you as mobs at your level completely removes the feeling of power you get from leveling in content in Eureka
- Gearing never actually makes you feel that much more powerful on non-tanks as the mobs do far too much damage to you as non-tank jobs
- Unlike previous forays you are locked into your job's normal role. There isn't anything like essences or actions to allow you to meaningfully do things like Tank as a DPS or become a DPS on a Healer.
- The Phantom Job leveling grind saves the most interesting action/trait for last usually but since you need to level every job to raise your mastery you never get to use it until you are done leveling everything
- Phantom Samurai was a massive mistake. Making one job that overpowers every other job with no actual skill expression besides hitting 2 extra GCDs every now and then is incredibly boring.
- The Elemental Weakness system was completely pointless because none of the jobs that utilize it are actually better than Phantom Samurai

Continued in the next post

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