If they go the route of pop items for these NMs and made those pop items not stupid rare to get I would be happy.
If they go the route of pop items for these NMs and made those pop items not stupid rare to get I would be happy.
Each person is an individual being, capable of independent thought and unique emotion, deserving respect, dignity, and compassion in all things, at all times, and in all places.
To do anything else denies the self of its humanity.
Finally saw Ja Ja pop after 7 days of camping. I don't even know when the timer started, it was just 7 days since i started renting space in his throne room. Now that I've actually begun the mythic quest it's quite annoying that I need all the assaults completed again as well as nyzul points. If SE doesn't want to change the assault entry requirement of 3 people thats fine but I think it would be amazing if nyzul and assault required different tags for entry. This way it would be possible to accomplish both at the same time while keeping nyzul gear more challenging to obtain. There is nothing to gain really from assault any longer other than the clears.
Hello,
Like many I've been unable to obtain an interview with either lord Gulool Ja Ja, king Gurfurlur, let alone lady Medusa, despite personally waiting in the room for several days. My friends have camped them for roughly 4-5 days non stop each, with no luck. According to another friend's report, their last pops were 7 days 15 hours after kill for Ja Ja, and over 7 days for Medusa. Jaja doesn't even seem to mind that my Galka friend sat trouserless on his throne!
I have made a detailed post about my findings in another part of the forum, which I'd like to summarize here.
- In the past ~2 years, since the Besieged update, the three beastmen kings have been very hard to encounter, and many find them to be potentially broken, especially Gulool Ja Ja. Obviously, now that a sheer number of people attempt to upgrade a mythic, it's only normal they're killed more often, but is it normal they need over 7 days to repop? It seems they're not purely time spawned.
* At lv8, Mamool Ja sieges are slightly more frequent than others, Undead being the rarest. Perhaps Besieged affects negatively the throne repop, even if the king isn't actually in the Besieged.
* Gulool Ja Ja especially is weak and gets killed every time he shows in Besieged, or so it seems. This probably has an impact on him being the hardest to get in his zone.
- After a king is killed in their zone, from reports I've seen it takes at least 48 hours for them to repop, at most 2 weeks or so. Assuming it's not broken, it means there's a weird condition there that causes these very variable respawn timings.
A friend has heard "Repop is 72h, but when a Besieged (of the same tribe) occurs, the respawn is reset to 0". This would explain a lot, but then it would mean kings would literally almost never be up, since we almost never have 60+ hours waits between sieges, usually it's 26 to 60 from my experience, with Undead only being over 50 hours wait, and Trolls/Mamools being usually 30 to 40 hours. (This info was collected based on the JP site "Besieged Information Report" which lists all past sieges times).
- After showing up in Besieged, the kings will repop in their zone one hour after Besieged ends. This seems verified by most people. The kings can only spawn in Besieged if they're already up in their respective zones.
Not sure what the repop is if killed during Besieged, it seems to be very long, potentially the same as a throne room kill.
- After a maintenance, the pop time is different OR conditions are different. I'm assuming it's shorter like other HNMs.
In 2011/08 there was a rep comment saying they would consider changing all repop times of all HNMs including these, and/or possibly making them trigger NMs like Fafnir etc.
Personally, I'd rather see them just repair the bug (if buggy) or shorten the waiting time.
OR, would it be possible to at least know the exact popping conditions?
Proposed fix:
- Remove the secondary condition of all Aht Urhgan beastmen kings (whatever it is) and make them a simple max 24h repop.
* If they're killed in Besieged, make it 3h or so. A lot of people enjoy killing them in Besieged. Their fun shouldn't be spoiled, nor should it hinder Mythic candidates from progressing in the quest.
* If their pop time is shortened, I think it's OK to make them stronger too. For Gurfurlur you need 6 people to open his door anyway... It could be a fight balanced for 6 lv99.
A lot more people are going for Mythics nowadays, and the Beast king step, which comes early in the quest line, prevents you from doing other time-consuming parts of the quests, such as "clearing all assaults again". If only the quests could be done in any order, maybe it's wouldn't be such a problem, but it is.
Of course, it's important that the Mythic quest stays difficult, but I think it's already difficult enough as is with the alex and znms, and surely when it was conceived, nobody was intentionally throwing in several weeks of HNM camping with uncertain spawning patterns. Or were they? (´Д`;)
It seems so aberrant to anyone camping, that most people think those NMs are broken and post a report (see below). Sure enough, that can't be the intended way this quest was supposed to go. Not to mention it's unbalanced compared to Empy, Relics.
Please help and fix this, SE! ヽ(;´д`)ノ
At least a little!
Or give us the pop conditions! Pretty please with a cherry on top?
Reference threads:
Rep comment (JP):
http://forum.square-enix.com/ffxi/th...l=1#post163552
English
http://forum.square-enix.com/ffxi/threads/4263
http://forum.square-enix.com/ffxi/threads/16309 (Rep comment, though it's the same as the JP comment above)
http://forum.square-enix.com/ffxi/threads/17121
http://forum.square-enix.com/ffxi/threads/20797
http://forum.square-enix.com/ffxi/th...634#post304634
http://forum.square-enix.com/ffxi/threads/23278
http://forum.square-enix.com/ffxi/threads/26676
http://forum.square-enix.com/ffxi/threads/26862
http://forum.square-enix.com/ffxi/threads/29345
http://forum.square-enix.com/ffxi/threads/29405
http://forum.square-enix.com/ffxi/threads/29830
http://forum.square-enix.com/ffxi/threads/29954
http://forum.square-enix.com/ffxi/threads/29971
http://forum.square-enix.com/ffxi/th...609#post400609
http://forum.square-enix.com/ffxi/threads/30369
German
http://forum.square-enix.com/ffxi/threads/29902[/QUOTE]
JP
http://forum.square-enix.com/ffxi/threads/12296
http://forum.square-enix.com/ffxi/th...694#post388694
http://forum.square-enix.com/ffxi/threads/29333
They should make the bosses pop as they would have normally even after a besieged but the next one to pop if it is defeated in besieged should be weaker, as if it was injured (not have access to it's 2hr or something), this would make it being killed in besieged a good thing and actually help people going after mythics rather than hinder them.
Or a quick and easy fix to this problem, is not link the NM's to something as stupid as Beseiged so then they become unavailable, instead, perhaps weaken them or w/e, so if they are not defeated in Beseiged, they are 100%, but if they are defeated they lose a fraction of their strength. This way it gives a point to whipping their ass, and doesn't hinder everybody else. Come on S.E, this is shit that is an easy patch...
Posted this before reading the above post, but yes exactly as he said lol.
99 BLU,PLD,SCH,RNG,NIN,BST,SMN,THF,BLM,WHM... Any questions..?
Yikes. That sounds bad. I would say leave the NMs in Besieged so guys like me (I try to hit every Besieged if I can) can have our fun, but bring down the respawn time on the NMs in their natural habitat.
Part of me says that it's time for level 9 and 10 (maybe even higher) Besieged, because even a level 8 fight is a piece of cake. But part of me remembers how Besieged went in the last days of Gilgamesh, when attendance was generally low, and the AC would be frequently lost in level 3 or 4 fights. This tends to cripple Al Zahbi and make getting around Aht Urhgan a lot tougher.
The problem is not them appearing in Besieged, but them being defeated in Besieged meaning they also disappear from their regular camp. These two should barely be connected at all. Maybe only disappear during Besieged itself, but otherwise remain there.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
Lotta good solutions to this problem. The whole problem is caused by the level cap increase. Back in the 75 cap days, killing the Beastman leaders was almost unheard of. I remember you'd get dozens and dozens of people chipping away at one of them but never getting the guy below 95%. The only time I ever saw Gulool Ja Ja defeated during the 75 cap days was during a fight with 700 people in the zone. Nowadays with a level 99 cap and more common relic and empyrean weapons, the Beastmen leaders only seem to survive if the rest of the army retreats before the players get a chance to kill him or her.
So definitely either make the Beastman leaders stronger in Besieged, or decouple their Besieged death from their spawn at their home, or shorten their respawn to 1 hour, or make them force spawn, or whatever. But definitely not the status quo.
It's funny to think that back in the 75 days if you wanted to be an agent of chaos you'd run into a troll besieged and nuke Garfurlur with huge nukes as often as possible to make him regain a bunch of HP and anger a bunch of people that very likely would never have killed him.
Nowadays I've seen entire linkshells try to do it just to make sure he doesn't die.
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |