I know people hate Voidwatch
Is it though?
I thought I was one of the few hating Voidwatch lmao.
VW had some great ideas in my mind, focus on quick, repeatable fights with not too much lost time. Some fights were really hard, with means to make them slightly easier by farming and powering up the right atmacites (the last tier was really though I gotta say!)
And with an epic ending of the content with the Provenance stuff.
There was even a way to scale the difficulty with the (expensive) items, up to 5, to make fights easier. Well thought I guess?
What was wrong in my opinion?
1) The proc system. It was good for the "necessity" of bringing a lot of different jobs that you wouldn't have brought otherwise. But we experienced that style with Abyssea for years, and after so many years it really grew old to play the proc machine then zerg game. Some fights were going from too easy when procced to really hard when not procced. So really, while it was a very good idea on paper and I loved, it really grew old after so many years and changed the playstyle way too much
2) the Personal drop system. Too many people whined about the low drop rate of items that had to be shared with others so they thought about this solution? But it was even worse imho. It would've been good (with a lower drop rate) if it was an ADDITIONAL chance to the regular treasure pool but it was insane that way. I went 1/3800+ on Coruscanti, don't tell me that amount of farming and grind was sane, meanwhile a lot of my friends were getting Coruscantis they didn't need. Pulse cells were a nice patch but not enough to fix a system that was fundamentally broken on its core
Soo... yeah, can't say I was a fan of VW but I, regrettably, farmed it a lot and I acknowledge there were several nice ideas and things behind.