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  1. #21
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    With the armory bonus I was getting between 20-28k from fates near the Tailfeather and Moghome. They get better the further you move away from level 50. On top of that, the ones that give sub 20k are usually part of a chain of fates. Solo the exp is slow but with a nice team it would be better than NT.
    (0)
    YouTube.com/c/iBluairjgr

  2. #22
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    630
    Hello, everyone.

    We understand that there are currently the following issues with FATEs in 3.0 areas:
    • Monster HP is too high and it takes too long to complete.
    • The amount of experience points rewarded isn't commensurate with the amount of effort put in.
    Especially in regards to the first point above, due to the fact that FATE monsters' HP will increase based on the amount of participants of the previous occurrence of the FATE, it makes it so more work is required to complete it. This in turn increases the feeling that the experience points reward is not enough.

    As there are many FATEs, we will need some time to make adjustments; however, we are planning to make the following adjustments to FATEs in 3.0 areas:
    • Increase the amount of experience points earned.
    • Change the feature where the monsters' strength is adjusted depending on the amount of players that participated in the previous FATE. If players failed to complete a FATE, the previous number of participants will not count and a modifier will not be placed on the new FATE.
    • Increase the range of the level sync.
    With the above adjustments, it will become easier to complete FATEs even with a small group, and you'll be able to earn more experience points.

    We're currently working on this, and we're aiming to implement this as quickly as possible.
    (127)
    Devin "Camate" Casadey - Community Team

  3. #23
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Wew sigh of relief... Here I was thinking some forethought had been put into the dev of the fates in new areas that have been in dev for years and all along it was just bad design... Dodged that bullet!
    (0)

  4. #24
    Player
    Raiya's Avatar
    Join Date
    Aug 2011
    Posts
    460
    Character
    Raiya Li
    World
    Ragnarok
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Camate View Post
    Hello, everyone.

    We understand that there are currently the following issues with FATEs in 3.0 areas:
    • Monster HP is too high and it takes too long to complete.
    • The amount of experience points rewarded isn't commensurate with the amount of effort put in.
    Especially in regards to the first point above, due to the fact that FATE monsters' HP will increase based on the amount of participants of the previous occurrence of the FATE, it makes it so more work is required to complete it. This in turn increases the feeling that the experience points reward is not enough.

    As there are many FATEs, we will need some time to make adjustments; however, we are planning to make the following adjustments to FATEs in 3.0 areas:
    • Increase the amount of experience points earned.
    • Change the feature where the monsters' strength is adjusted depending on the amount of players that participated in the previous FATE. If players failed to complete a FATE, the previous number of participants will not count and a modifier will not be placed on the new FATE.
    • Increase the range of the level sync.
    With the above adjustments, it will become easier to complete FATEs even with a small group, and you'll be able to earn more experience points.

    We're currently working on this, and we're aiming to implement this as quickly as possible.
    Thats good. Fates need to scale properly with level. Problem is the exp from 50~60 shoots up significantly and the EXP both from dungeons and Fates doesnt keep up (new dungeons will give at best 1/4 of a level in the lower 50's and little better than 1/6 of a level at upper levels. Lets hope we see something soon.
    (4)

  5. #25
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    I finally got to 60 on one job, then started trying to level a second job 50+. It seems like for whatever reason the armory bonus is no being counted on the FATE, either that or the rested exp bonus isn't being counted. I will kill a boss solo. And the exp from the mob itself shows 100%(armory bonus + rested bonus), but then the FATE exp shows just 50%. This seems a bit bugged to me. Unless this is how it works everywhere and I just never noticed. And I was getting around 22K with just 50% bonus, what would another 50% be, 33k total? Even with that we definitely could use a boost, sense this is higher level zones, and the exp to hit the new levels is far greater then previous levels. I'm glad they are looking into this.
    (0)

  6. #26
    Player
    Griffeth's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    190
    Character
    Griffeth White
    World
    Excalibur
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Drako View Post
    I finally got to 60 on one job, then started trying to level a second job 50+. It seems like for whatever reason the armory bonus is no being counted on the FATE, either that or the rested exp bonus isn't being counted. I will kill a boss solo. And the exp from the mob itself shows 100%(armory bonus + rested bonus), but then the FATE exp shows just 50%. This seems a bit bugged to me. Unless this is how it works everywhere and I just never noticed. And I was getting around 22K with just 50% bonus, what would another 50% be, 33k total? Even with that we definitely could use a boost, sense this is higher level zones, and the exp to hit the new levels is far greater then previous levels. I'm glad they are looking into this.
    Bonus XP (Rested or "blue bar") is only applied to monster kill. Armory bonus applies to Monster Kill, Leve complete and Fate complete (If I remember correctly)
    (1)

  7. #27
    Player
    niwaar's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    270
    Character
    Kaelie Niie
    World
    Gilgamesh
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Camate View Post
    Hello, everyone.


    As there are many FATEs, we will need some time to make adjustments; however, we are planning to make the following adjustments to FATEs in 3.0 areas:
    • Increase the amount of experience points earned.
    • Change the feature where the monsters' strength is adjusted depending on the amount of players that participated in the previous FATE. If players failed to complete a FATE, the previous number of participants will not count and a modifier will not be placed on the new FATE.
    • Increase the range of the level sync.
    With the above adjustments, it will become easier to complete FATEs even with a small group, and you'll be able to earn more experience points.

    We're currently working on this, and we're aiming to implement this as quickly as possible.
    FATES are a leveling tool. While these changes will facilitate FATE completion by smaller groups inside HW areas, this is not the reason FATES need to be "fixed" in HW areas. People use FATE to level their alt jobs and do so in large groups. This has been the paradigm for alt job leveling since day 1 of ARR. Its not going to go away and since Northern Thanalan is an extremely small zone with a high FATE density, it will be the place where the pack goes. I do not want to set foot in that zone. Please help me. I want to level alt jobs, I do not want to be forced into doing so in ARR areas.
    (10)
    I'd rather be in Zitah

  8. #28
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    Thanks Camate! You addressed Level Synch as it pertains to FATES, and I was planning on bringing this up as a QoL thing already and it seems worth considering here if developers will be taking a look at how these fates work. This is a MAJOR QoL issue for many times they have to hit that Level Synch button and all buffs drop off their character. Having one that was applied by a skill synched above the FATE's synch level- I get that. If I had Dreadworm Trance ready to go and walked onto a lvl 25 FATE I shouldn't expect it to still be there ready to use. But buffs applied by skills from BELOW the synch are an issue. Ask any SMN/SCH who loses their aethyrflow stacks and has to wait for new ones when they level synch, as well as having protect and stoneskin drop off, on entering a lvl 49 fate makes no sense... no reason for that since they can be recasted after synching, once the appropriate cool down is over of course. Last night helping someone with the big turtle fate was a huge pain with multiple level desynchs that happened when dodging the giant frequent AOE, with there not being a super clear line on the ground saying- if you cross this you desynch. I figured out how to (usually) survive the AOE without stepping out of the FATE but having to resynch a fate and lose any buffs you had up can be a big setback to almost any role.

    In short, what I'm requesting is: if upon level synching for a FATE, the user has buffs (procs like ammo, etc) that are valid to cast within the FATE upon level synch, please update the system so they don't lose those. Only ones applicable above the level synch should fall off.

    Level synch applies this way upon entering dungeons as well, and while it's not as big of a deal there since players don't step into (and sometimes inadvertently out of and back onto again) dungeons on a continuous basis every few minutes, I see no reason the method for level synching there shouldn't change as well to be compatible. Case in point: Lvl 44 PLD and BRD, and lvl 50+ WHM and NIN, are randomly matched into DD via DF. All had Protect on prior to the instance start, but when it loads and syncs levels, the first two still have it, the second don't because ALL buffs get dropped on just them, not being synched. Easy example here since Prot can be recasted but it makes me wonder what the benefit of having this happen is vs. all the downsides.

    I'd love to hear back that this will be discussed with the development team as well, especially if enough others support this change.
    (2)

  9. #29
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Scaling FATE difficulty to the number of participants the previous time it was completed has never made sense.

    Say 30 players complete a FATE, then they all leave the area. Next time, 3 players attempt to do the same FATE, but the difficulty isn't set for 3 players now, it's set for 30.

    Now with this decrease in participation it takes a huge amount of time to drop the monster HP, maybe even making it difficult to complete in the 15 minute deadline.

    Basically participation numbers can be highly variable.
    (8)

  10. #30
    Player
    niwaar's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    270
    Character
    Kaelie Niie
    World
    Gilgamesh
    Main Class
    Pictomancer Lv 100
    I just did a boss FATE chain in CWH. With armory bonus i got 31k xp for 2 fates. This is flat out unacceptable. Its not worth doing these fates. I expected 50k minimum from a fate chain. Nerf NT post 52 and give us real numbers for HW fates please.
    (5)
    I'd rather be in Zitah

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