View Full Version : Wildskeeper Reive Feedback
Camate
07-18-2013, 04:09 AM
Please post your feedback related to Wildskeeper Reives in this thread.
Emitremmus
07-18-2013, 04:30 AM
These are fun, and don't need much changing, if any.
My suggestion however, would be the way Key Items work.
For example: I use my Key Item to enter the battlefield, start doing work, and...*A WILD DISCONNECT APPEARS!*. Well crap, I can't log back in for X reason. Or perhaps emergency maintenance stops the battle in its tracks. Kiss your efforts goodbye right? Well how about in a Wildskeeper Reive, the Key Items get changed so that they aren't expended until the Naakual is dead? This way if you DO somehow lose out on completing the battle, or just don't have the time to keep fighting because they can take upwards of a couple hours, you don't lose your entry KI AND you can come back another time to finish the battle?
Not to mention if you were to enter the area and only see 3 people inside waiting for groups to gather and you don't have a good 4 hours of time to dedicate to this, you could just leave and come back another time, penalty free. Good idea I know. Feel free to pat me on the back Camate.
Also, Bacon Mage and Hamurai 4 lyfe.
Rwolf
07-18-2013, 06:09 AM
Only two suggestions I'd have for Wildskeeper Reives.
1. If possible, make it so colonization rate lowers -damage taken by it's actual percentage versus currently only being affected by increments (20%, 40%, 60%, 80%, 100%).
2. Remove capes from the main slot in Yumcax and Hurkan, if that's where it is. I've heard of a lot of people just getting a cape but this hasn't happened to me yet. If it is in the main slot with the Wildskeeper Reive gear, it significantly lowers the chance of getting an item you want. And given the new quest to select one item is one time only. It doesn't really alleviate that issue. Move capes to the second slot, leaving Wildskeeper gear only as the only 100% item. Or make it so that at least if you do get a cape, it's the job you are currently on. Similar to the vigil weapon system in place in Nyzul Isle Investigation.
Babekeke
07-18-2013, 07:00 AM
When you trade in your KIs to get an item form the WK reives, you should lose them. Then after the next game tally, you can get your KIs again and get another item.
Teiei
07-18-2013, 07:05 AM
These are fun, and don't need much changing, if any.
My suggestion however, would be the way Key Items work.
For example: I use my Key Item to enter the battlefield, start doing work, and...*A WILD DISCONNECT APPEARS!*. Well crap, I can't log back in for X reason. Or perhaps emergency maintenance stops the battle in its tracks. Kiss your efforts goodbye right? Well how about in a Wildskeeper Reive, the Key Items get changed so that they aren't expended until the Naakual is dead? This way if you DO somehow lose out on completing the battle, or just don't have the time to keep fighting because they can take upwards of a couple hours, you don't lose your entry KI AND you can come back another time to finish the battle?
Not to mention if you were to enter the area and only see 3 people inside waiting for groups to gather and you don't have a good 4 hours of time to dedicate to this, you could just leave and come back another time, penalty free. Good idea I know. Feel free to pat me on the back Camate.
Also, Bacon Mage and Hamurai 4 lyfe.
I like the idea but I do see a problem with it.
Since you get reive evaluations during the fight it is technically possible to abuse the system.
For example, go into the battle and fight till it reaches 1% then exit and keep the KI and all the exp/bayld from the evaluations throughout the battle. Considering you can get upwards of 25k bayld in any single reive, it has the potential for serious abuse.
Teiei
07-18-2013, 07:08 AM
Maybe let us purchase a specific item that a Naakual drops for some large sum of bayld if we have the crest from that Naakual then we lose the crest. Or if not the crest, make the Naakual drop a secondary key item if we've already got the crest that is traded in + bayld for an item it drops.
I'm not sure why, after producing the perfectly fair reward system of delve, they decided to leave us at the mercy of the random number god yet again. Don't mean to burst your bubble there dev team, but we're not particularly fond of it.
Raksha
07-18-2013, 07:10 AM
I would like my 75k bayld back after spending 3 hours fighting yumcax to only receive 36 exp/bayld and no items.
Edyth
07-18-2013, 07:57 AM
There needs to be an incentive/reward for collecting the Naakual crests. Currently, Dimmian doesn't even give a **** if you beat a Naakual, and the "Habitual behavior barometer" does absolutely nothing.
Also, I suggest that some temporary items be added to Wildskeeper Reives. I'm thinking along the lines of the Temporary Item distribution in Walk of Echoes, so that it it's not obsessive like Voidwatch. These battles are several hours long, and a little boost would be nice.
dpdhuntress
07-18-2013, 08:19 AM
Having people farm for hours for the bayld then spend it on the Key item to fight a Achuka for 2 hrs and get rewarded with a Alizarin Ygrette shard IV was a nice slap in my face. The feedback is utter failure. And the new armor and weapon designs are a utter joke also. My 2 year old nephew can scribble up a better Greatsword then a Voay Sword. You all should be ashamed of what your doing to this game.
Xerius
07-18-2013, 10:08 AM
My feedback would be to make it so like in Walk of Echoes you can see how far the battle has progressed and how many people are in the battlefield before you make a decision to go into the battlefield.
Creelo
07-18-2013, 11:01 AM
When you trade in your KIs to get an item form the WK reives, you should lose them. Then after the next game tally, you can get your KIs again and get another item.
I'd like to echo this. Between Hurkan and Yumcax, together I've done them 9 times now and all I have to show from the actual fights are grips/capes/bullets/gorgets, none of which I actually need or really want. Thank goodness for the "Order Up" quest because I at least have something worthwhile to show for fighting these horrid creatures.
I think it'd be very wise to make the quest repeatable once every conquest tally. Who knows, perhaps it already is since we haven't made it yet to the next week lol, but it seems like it won't be. If it were repeatable though, there would be great incentives for going back and doing the old Naakuals too and the low drop rates on the nice equipment from the new Naakuals could be forgiven. Perhaps instead of losing the crests though they could just create a set of new Temp KIs you could get from the Naakuals.
Zhronne
07-18-2013, 03:21 PM
Please NO TEMPORARY ITEMS, omg not again please!
I don't think Wildkeepers Reive need much fixing.
Only things I can think of are a tweak to the colonization rate/damage taken formula.
At 0% Colonization Rate a Naakual should NOT have 100% -Damage Taken, but something like 80%
Also fix the fact that Corsairs can ignore the current state of Colonization rate.
And I guess add an automatic Reraise thing, like in Walk of Echoes.
Emitremmus
07-18-2013, 03:48 PM
I like the idea but I do see a problem with it.
Since you get reive evaluations during the fight it is technically possible to abuse the system.
For example, go into the battle and fight till it reaches 1% then exit and keep the KI and all the exp/bayld from the evaluations throughout the battle. Considering you can get upwards of 25k bayld in any single reive, it has the potential for serious abuse.
It can't really be abused. Even if they just go in for the bayld and get no items, they have to wait 3 hours to repeat the battle. Plus why WOULDN'T you want the extra help fighting the Naakual, when some of those people might already have all they want from it item-wise? I don't see anything but benefit from this.
Fynlar
07-18-2013, 08:22 PM
My two recommended changes:
1) Entry KI should be consumed once you are present to see the Naakual die and get rewards, not upon entry. All these emergency maints you guys are doing are screwing too many players out of their bayld unfairly.
2) Make it so there are other *reasonable* methods of damaging a Naakual even at low colonization rates. As it is, people just COR army everything down, which is just boring. Most other DDs have no reason to go under these circumstances, because they will likely do a pittance of damage before being 1-2 shotted by the mob.
There needs to be an incentive/reward for collecting the Naakual crests. Currently, Dimmian doesn't even give a **** if you beat a Naakual, and the "Habitual behavior barometer" does absolutely nothing.
There is. Do the quest Order Up in Celennia library.
Having the first 3 naakual fights done lets you get one freebie of one of their drops, and having the next 2 fights done lets you get a freebie of one of theirs.
Lotto
07-18-2013, 09:57 PM
Why do you want feedback? You don't even listen to your player base anyway.
Khary
07-19-2013, 12:08 AM
I find the entire system ridiculous. Myself and my husband are probably never going to get the clears on these monsters let alone any items from them. And I'm sure many others are feeling the same way. A huge amount of people are needed to fight these things, and once people have the items or clears they want they will NEVER go back to kill them. Leaving people who can't play for 12hrs during a week night out of the loop. I've heard reports of these fights taking anywhere from 1-12hrs to finalize, which makes me unsure of whether I'll actually get the clear if I spend my 75k bayld to enter the fight. To clarify, will the group in there be able to kill it in a reasonable amount of time before I have to log for sleep that night. I'm severely disappointed in the direction this game has taken. As others have stated on other forums, the gap between low man (hardly exists atm because SE seems to have forgotten about it) and the "hardcore" content is hugely imbalanced. It's sad really, I had hoped to enjoy this game for years to come still, but now that XIV is coming out I get the feeling SE is trying to drive people from this game to XIV by making this game a super grind fest again (not that I mind, but this new expansion takes it to the extreme).
/Disappointed :(
Helldemon
07-19-2013, 01:14 AM
I find the entire system ridiculous. Myself and my husband are probably never going to get the clears on these monsters let alone any items from them. And I'm sure many others are feeling the same way. A huge amount of people are needed to fight these things, and once people have the items or clears they want they will NEVER go back to kill them. Leaving people who can't play for 12hrs during a week night out of the loop. I've heard reports of these fights taking anywhere from 1-12hrs to finalize, which makes me unsure of whether I'll actually get the clear if I spend my 75k bayld to enter the fight. To clarify, will the group in there be able to kill it in a reasonable amount of time before I have to log for sleep that night. I'm severely disappointed in the direction this game has taken. As others have stated on other forums, the gap between low man (hardly exists atm because SE seems to have forgotten about it) and the "hardcore" content is hugely imbalanced. It's sad really, I had hoped to enjoy this game for years to come still, but now that XIV is coming out I get the feeling SE is trying to drive people from this game to XIV by making this game a super grind fest again (not that I mind, but this new expansion takes it to the extreme).
/Disappointed :(
Let's see what the current lowman and hardcore content in SoA are.
Hardcore
1. Wildskeeper Reives
2. Delve Megabosses
That's pretty much it. Now let's see lowman/solo/non hardcore content they've added
1. Reives
2. Skirmish
3. Coalition Assignments
4. Quests
5. Missions
6. Mog Garden(can make lots of gil off this)
7. Skirmish II(to be added in august)
8. Monstrosity(to be added in august)
I took out Delve plasm runs and Delve NM's from the second list. It's not hardcore content but it's also not lowman/solo. It is however able to be done by anyone willing to shout but everyone would rather just complain about it. Doesn't look "hugely imbalanced" to me. Even Wildskeepers can be shouted for, we had that happen here with the new ones, people shouted a couple days in advance a couple hours a day, set up a time and got 50+ people. Once they started a lot more came quickly after since they had seen the shouts for days. The Wildskeepers only took a couple hours to do.
Yes they could use an adjustment, mainly the Damage Taken should be closer to 50% only at 0% and go down 1% every 2% colonization. As it stands colonization will be to hard to keep up after a while as it takes enormous effort to raise the rates a decent amount.
Khary
07-19-2013, 01:19 AM
Let's see what the current lowman and hardcore content in SoA are.
Hardcore
1. Wildskeeper Reives
2. Delve Megabosses
That's pretty much it. Now let's see lowman/solo/non hardcore content they've added
1. Reives
2. Skirmish
3. Coalition Assignments
4. Quests
5. Missions
6. Mog Garden(can make lots of gil off this)
7. Skirmish II(to be added in august)
8. Monstrosity(to be added in august)
I took out Delve plasm runs and Delve NM's from the second list. It's not hardcore content but it's also not lowman/solo. It is however able to be done by anyone willing to shout but everyone would rather just complain about it. Doesn't look "hugely imbalanced" to me. Even Wildskeepers can be shouted for, we had that happen here with the new ones, people shouted a couple days in advance a couple hours a day, set up a time and got 50+ people. Once they started a lot more came quickly after since they had seen the shouts for days. The Wildskeepers only took a couple hours to do.
Yes they could use an adjustment, mainly the Damage Taken should be closer to 50% only at 0% and go down 1% every 2% colonization. As it stands colonization will be to hard to keep up after a while as it takes enormous effort to raise the rates a decent amount.
SE asked for my opinion, I'm allowed to state it. If you disagree with it that's great, but don't rip apart what I said because you disagree.
FrankReynolds
07-19-2013, 01:41 AM
Let's see what the current lowman and hardcore content in SoA are.
Hardcore
1. Wildskeeper Reives
2. Delve Megabosses
That's pretty much it. Now let's see lowman/solo/non hardcore content they've added
1. Reives
2. Skirmish
3. Coalition Assignments
4. Quests
5. Missions
6. Mog Garden(can make lots of gil off this)
7. Skirmish II(to be added in august)
8. Monstrosity(to be added in august)
I took out Delve plasm runs and Delve NM's from the second list. It's not hardcore content but it's also not lowman/solo. It is however able to be done by anyone willing to shout but everyone would rather just complain about it. Doesn't look "hugely imbalanced" to me. Even Wildskeepers can be shouted for, we had that happen here with the new ones, people shouted a couple days in advance a couple hours a day, set up a time and got 50+ people. Once they started a lot more came quickly after since they had seen the shouts for days. The Wildskeepers only took a couple hours to do.
Yes they could use an adjustment, mainly the Damage Taken should be closer to 50% only at 0% and go down 1% every 2% colonization. As it stands colonization will be to hard to keep up after a while as it takes enormous effort to raise the rates a decent amount.
Now let's take a look at those lists and see which items from the second list are better than the items from the first list.
*
*
*
*
*
Well, that's a short list. I guess people do have something to complain about.
People don't like this crap and / or they just can't do it for one reason or another. It doesn't matter if it's hard or not.
I mean seriously? You don't see why some people would be turned off by standing around shouting for hours, organizing 50 people and then doing an event that takes hours for often no reward at all? All while some other guy rakes in millions a day because he has 18 friends who happen to play at the same time as him? You must be eating paint chips.
Babekeke
07-19-2013, 02:11 AM
I took out Delve plasm runs and Delve NM's from the second list. It's not hardcore content but it's also not lowman/solo.
But you do need to have someone who has actually completed a wildskeeper reive (hardcore content) to pop the NM or enter the fracture, making it not 'the easiest thing in the world ever part 2' to do.
dragmagi
07-19-2013, 02:28 AM
Take out common synth drops ( I.e. flint stones, arrowwood logs) it kills the time and work put into the reives if u already got one of the drops and get that gear drop again. If nothing else give players another item off drops or a lot of phasma/ bayld to even out the time spent.
Creelo
07-19-2013, 04:26 AM
They should really make 1-2 JSE Capes guaranteed to drop from Hurkan/Yumcax.
That would definitely be a step in the right direction, among some of the other adjustments people have said in this thread.
detlef
07-19-2013, 04:48 AM
On a personal note, BRD still gets shafted in evaluations for doing its job.
These are my main issues with Wildskeeper Reives:
-A zone like Hennetiel will never have high colonization. I feel bad for anybody who tries to do Tchakka these days. The same will probably be said about Yorcia and Yumcax. Yorcia is even worse because colonization may be hovering below 20%.
-On that note, if a zone does go under 20% colonization, don't make it's -damage taken 100%. You're just forcing people to bring an army of CORs to bypass that damage. And if those CORs aren't online or willing to come, the fight can go on forever.
-As Fynlar said, the entry key item should not be consumed upon entry. If the fight is not going well, players should be able to reevaluate things, warp out and try something different without a penalty. As it is, with colonization and lair reives, you are allowed to reenter after zoning or waiting 5 minutes. Right now, players may come on a job that ends up not contributing and rather than warping and coming on something else that can help, they will just afk until the battle ends.
-Yumcax and Hurkan seem to have some uneven distribution of items. Drop rates of all items should be equal. Also, the accessories should never have been added to the loot pools. While they are not useless, they pale in comparison to the armor and weapon drops and should have been introduced into the game in a different way.
-Provide some incentive to actually contribute to defeating the mega boss rather than just kill fodder mobs the entire time.
-These fights are very often painful and excruciatingly unenjoyable. In this day and age, no fight should last longer than a couple of hours and 3 hours is just about the upper limit of what an average player can withstand. I've read some accounts online of fights taking 8 or 12 hours, where players actually slept through parts of the fight.
So basically, if you're going to introduce Naakuals that are supposed to be comparable in difficulty to current Delve mega-bosses, we shouldn't be chasing that elusive 5 or 10% drop, especially when battles take so long, require very specific jobs, happen at unpredictable times, and cost 50k bayld at minimum. For the original 3 Wildskeeper, the main issue is just damaging them in areas with low colonization.
Momokiri
07-19-2013, 05:28 AM
When you trade in your KIs to get an item form the WK reives, you should lose them. Then after the next game tally, you can get your KIs again and get another item.
This. In a few weeks there's going to be zero people doing the old 3 wildskeepers just like it was before the "Order Up" quest was added. Everyone will have finished the quest and no one will have any interest in doing the old ones again (with the possible exception of Tchakka). Even if you had to wait for 4 conquest tallies to repeat the quest (extreme example) it would still be better for the long-term health of the Wildskeeper content. As it stands, Order Up is a temporary solution at best and anyone coming back to the game in a few months probably won't even be able to complete it.
Ixander
07-19-2013, 01:38 PM
These are my thoughts for Wildskeeper Reives:
1) Temporary Key Items upon defeating the boss that can be traded in for drops to encourage repeat fights instead of 1 time fights.
2) Entry Key Item lost when boss is defeated, not on entry. With the 3 hour cool down, and the necessity for at least a fair number of players fighting the boss to get decent bayld, I don't think this is really exploitable as a bayld farming method.
3) I don't know if other jobs have similar problems, but I went to a reive once on bard. I buffed my party and debuffed everything in sight, and after 2 or 3 minutes, 80 Bayld! Then the boss sneaks up on me and I die to an AOE, when I'm raised, 300 bayld! Dying shouldn't reward you more than doing your job.
4) In a few months people will be bored with hitting rocks and roots. This may be further down the line, but something will eventually have to be done about the connection between colonization rate and damage reduction on bosses or it will be very difficult to clear these battles in the future.
5) I like the smaller battlefields where players have to fight the extra monsters to keep them off other players. When you can pull the boss to a "safe zone" it makes fighting anything else unnecessary. This should be kept.
dasva
07-19-2013, 01:57 PM
Stop making it so it can pick the same item you already got over and over. Nothing sucks more than to spend the balyd you spent hours farming to fight a mob for a few hours only to get a worthless grip over and over and over. Especially when you see other people get a new item every single time. Make it so that one of the armor/weapons THAT YOU DON'T HAVE drops each time.
Picking 1 item between the 2 or the 3 Naakuals was nice but doesn't really fix the problem when you want more than 1 thing. It's too much time to spend getting nothing repeatidly
Helldemon
07-19-2013, 06:03 PM
Now let's take a look at those lists and see which items from the second list are better than the items from the first list.
*
*
*
*
*
Well, that's a short list. I guess people do have something to complain about.
People don't like this crap and / or they just can't do it for one reason or another. It doesn't matter if it's hard or not.
I mean seriously? You don't see why some people would be turned off by standing around shouting for hours, organizing 50 people and then doing an event that takes hours for often no reward at all? All while some other guy rakes in millions a day because he has 18 friends who happen to play at the same time as him? You must be eating paint chips.
You're the only one eating paint chips since you seem to expect to do content far out of your "level" range by skipping all previous content and jumping straight to megabosses/new wildskeepers. Old ones aren't even very hard anymore since the update. I wonder if people will even do skirmish II when it has weapons equal/better then delve plasm and armor better then plasm armor just because of /der, megabosses have better gear.
But you do need to have someone who has actually completed a wildskeeper reive (hardcore content) to pop the NM or enter the fracture, making it not 'the easiest thing in the world ever part 2' to do.
Almost everyone at this point should have a wildskeeper KI after the introduction of that new quest this update. There has been shouts for multiple wildskeepers al lthe time since people found out about the quest.
FrankReynolds
07-19-2013, 09:39 PM
You're the only one eating paint chips since you seem to expect to do content far out of your "level" range by skipping all previous content and jumping straight to megabosses/new wildskeepers. Old ones aren't even very hard anymore since the update. I wonder if people will even do skirmish II when it has weapons equal/better then delve plasm and armor better then plasm armor just because of /der, megabosses have better gear.
I don't expect to do anything out of my level range. I have delve gear and jobs Jobs that can get me into groups if I so choose. I don't want to be standing around in a circle with the other 200 people left on my server who could do the same 6 months from now. Most of the games population are not in linkshells that can do this stuff. They won't continue to pay forever for SE to make content that not only can they not do, but that leads to them being excluded from more content. Why this basic concept eludes you is beyond me.
Almost everyone at this point should have a wildskeeper KI after the introduction of that new quest this update. There has been shouts for multiple wildskeepers al lthe time since people found out about the quest.
Have you read the wildskeeper threads? Go check it out and get back to me on how everyone should be doing them.
Helldemon
07-19-2013, 11:21 PM
I don't expect to do anything out of my level range. I have delve gear and jobs Jobs that can get me into groups if I so choose. I don't want to be standing around in a circle with the other 200 people left on my server who could do the same 6 months from now. Most of the games population are not in linkshells that can do this stuff. They won't continue to pay forever for SE to make content that not only can they not do, but that leads to them being excluded from more content. Why this basic concept eludes you is beyond me.
I'm just saying that is what most people are trying to do without even really trying to improve themselves, they basically want to just leech megaboss wins.
Have you read the wildskeeper threads? Go check it out and get back to me on how everyone should be doing them.
I didn't say everyone should be doing them, I agree they need some more work. I said that being able to enter a delve plasm run should not be a issue as a result of not having the KI to enter, even if you don't the odds of getting 18 people together and none of them having one should be so incredibly small at this point if not near non-existent.
Just for the record, I don't not have a single megaboss win, there are no non jp groups capable of killing tojil yet.
sweetidealism
07-20-2013, 01:39 AM
I agree with a lot of what's been said already, but I'll reiterate what resonated with me most.
Make entry key items be consumed upon the completion of a battle, not upon entry, and ONLY if enough of a contribution was made to be awarded an item.
Allow the quest "Order Up" to be repeated once per conquest tally (assuming that's not already how it works)
Make cape drops separate from loot unique to the boss. (In other words, getting a cape should not bar me from getting a unique item, too.)
Find a way to further increase bayld and experience rewards for support style jobs that are actively contributing.
Remove synthesis items from the loot list entirely. No one goes to a Wildkeeper Reive to try and get synthesis items.
Furthermore, how about a double bayld campaign to make up for all the people who were robbed of wins, what with all the bugs and maintenances?
Helldemon
07-20-2013, 01:59 AM
I agree with a lot of what's been said already, but I'll reiterate what resonated with me most.
Make entry key items be consumed upon the completion of a battle, not upon entry, and ONLY if enough of a contribution was made to be awarded an item.
Allow the quest "Order Up" to be repeated once per conquest tally (assuming that's not already how it works)
Make cape drops separate from loot unique to the boss. (In other words, getting a cape should not bar me from getting a unique item, too.)
Find a way to further increase bayld and experience rewards for support style jobs that are actively contributing.
Remove synthesis items from the loot list entirely. No one goes to a Wildkeeper Reive to try and get synthesis items.
Furthermore, how about a double bayld campaign to make up for all the people who were robbed of wins, what with all the bugs and maintenances?
I agree with everything here pretty much. By repeated do you mean killing all the Naakual's again to be able to redo the quest? Some people have suggested just being able to get the items again w/o anymore effort which I don't think should happen considering there is only a few good pieces + it would make it easier to get newer people their wildskeeper wins if people still need to do them even after getting all 5 and completing this quest and if SE doesn't adjust them to make them easier. New events like Skirmish II with new gear/weapons should make the newer ones easier next update and the older ones even easier then they are atm.
Kapao
07-20-2013, 02:06 AM
Please, make it so that when a mob aggros it doesn't share hate with everyone in the reive. This leads to perpetual wipes due to idiots aggroing mobs.
Demon6324236
07-20-2013, 02:24 AM
Remove synthesis items from the loot list entirely. No one goes to a Wildkeeper Reive to try and get synthesis items.I agree with all but this. This should not be changed for Wildskeeper Reives entirely, however, they should add a very low chance at getting the craft item from that race. For instance, if I go kill the Bee in Ceizak, there would be a chance at getting a Bztavian Stinger or a Bztavian Wing. They are 100% drops from the Delve bosses of the same race, to me it seems fair for there to be a low(5%) chance that a person would obtain one of these upon killing a WK Reive NM. At the same time, for those unable to do Delve Bosses, it would help give more incentive to do these NMs, as well as increase the supply of them so that the crafts are not Legion levels of expensive. All in all, to me, I think it would be a good change for everyone except possibly those doing the boss itself, but the change would have little inpact in that case anyways so I think it would be a good thing to do. The rest of the items though, yes, are worthless for the most part and should be removed, I hate a clogged inventory, especially when on RDM I am lucky to have 5 spaces open outside of my gear...
Minikom
07-20-2013, 02:31 AM
Did SE really fixed drops on wildskeepers? i went today and got nothing!
Babygyrl
07-20-2013, 03:24 AM
Another event that stinks for xbox players.. well the three original ones are not so bad.. but marjami ravine is so small.. and having 100+ people there and pets galore xbox will crash.. can you stop making these areas so small? We don't have issues if we are not in such a confined area.. Or add aa function where we can turn avatars off so we cant see them..
sweetidealism
07-20-2013, 03:24 AM
I agree with everything here pretty much. By repeated do you mean killing all the Naakual's again to be able to redo the quest? Some people have suggested just being able to get the items again w/o anymore effort which I don't think should happen considering there is only a few good pieces + it would make it easier to get newer people their wildskeeper wins if people still need to do them even after getting all 5 and completing this quest and if SE doesn't adjust them to make them easier. New events like Skirmish II with new gear/weapons should make the newer ones easier next update and the older ones even easier then they are atm.
Ah, I should have clarified. Yes, I feel the Order Up quest should take your crest key items when you do it. Then, after the conquest tally, you should be able to get the crests again by winning the Wildskeeper Reives, so that you can spend them on another item.
I agree with all but this. This should not be changed for Wildskeeper Reives entirely, however, they should add a very low chance at getting the craft item from that race. For instance, if I go kill the Bee in Ceizak, there would be a chance at getting a Bztavian Stinger or a Bztavian Wing. They are 100% drops from the Delve bosses of the same race, to me it seems fair for there to be a low(5%) chance that a person would obtain one of these upon killing a WK Reive NM. At the same time, for those unable to do Delve Bosses, it would help give more incentive to do these NMs, as well as increase the supply of them so that the crafts are not Legion levels of expensive. All in all, to me, I think it would be a good change for everyone except possibly those doing the boss itself, but the change would have little inpact in that case anyways so I think it would be a good thing to do. The rest of the items though, yes, are worthless for the most part and should be removed, I hate a clogged inventory, especially when on RDM I am lucky to have 5 spaces open outside of my gear...
Oh I like that! Remove all the current synthesis items, but add the synthesis items unique to the monster type at a low drop rate. Seems good to me!
I feel like that, along with allowing Order Up to be repeated, would really add a strong incentive for people to continue doing reives for a long time to come.
Chilzen
07-20-2013, 08:01 AM
You want some feedback? I'm on the Lakshmi server, and recently completed the Yumcax and Hurkan WKR fights and they were some of the worst content to ever grace this game. Never has content so poorly been implemented since the Absolute Virtue and Pandemonium Warden fights, in my opinion.
Yumcax has literally given my server PTSD, as we engaged in an 18 hour fight with over 100-150 players from Monday, July 16th from about 10 PM EST til Tuesday, July 17th at about 6:30 PM EST, with colonization rate of around 27%. I've yet to see a single shout for that WKR fight since that incident happened, so I sure hope you guys aren't planning to pull a Caturae title to advance to the final boss segment in the storyline ala Abyssea with the Naakuals, since I don't see alot of newer players on my server likely getting that title after the horrible attempt my server had, unless there's some drastic changes and nerfing going on. It took us about 14-15 hours before someone finally pointed out that you have to dispel it's regen with wind magic after it does a certain TP move, which none of us really figured out during that entire time. We kept trying Fenrir as well as normal Dispels and Dark Shots and no success, and even then, it took spamming for 3-5 minutes of wind elements to remove the regen aura it had up.
Another MASSIVE issue we had in that fight is that there's hardly any room at all to work with, where we ultimately had to pull the NM back into the spawn area and hold him to avoid all the roaming aggro. Even though we had him back there, it seems the smaller mobs in the area would randomly come back at times to attack someone else, possibly a solo player trying to MPK or some form of alliance hate where a DD may have died? Dunno, but it wasn't pretty, and we all were horribly unprepared for that fight as we were mostly SMN and mages with just 2-3 able PLDs and the rest DDs that were completely worthless against NM Yumcax due to his strong AoE moves.
Basically, the biggest flaw with these open fight WKR seem to be that SE GROSSLY overestimates their playerbase in the working together department, since the first few hours kept having people yelling and screaming about different alliances being the reason why we kept having wipes, and soloers pulling small mobs back to where the rest of us had our mages and DDs, then dying and having those mobs aggro our mages or hit them with AoE silence and other nasty things. My Linkshell feels this might be a better system if it was like a BCNM style fight, capped and scaled down to 18 players, instead of having to micromanage different players who aren't even willing to cooperate with the given strategies /sh out, or have a language barrier since some people refuse to use the auto translate, which is their choice I suppose.
Another big flaw which contributed to that Yumcax fight as well as going against the opening message in the game about how SE doesn't want players to damage their health or lives over the game, is due to the large time investment that would have been wasted if any of us bailed out after grinding the 75k bayld. That's about 6-8 hours of reive farming for most players, tacked on to an 18 hour fight due to bad job selections and other factors, and that's just some very bad design that needs to be reviewed for an event on this scale. That's basically a regular work shift of time and effort lost if players bailed from that or afk and died, then got auto home pointed, or about a week of effort if they were spending an hour a night for a week to build up their bayld reserves. PLEASE consider adjusting things, since there was some players proudly touting how they were playing for 12 hour straight against that fight, since the last thing this game needs is for one of our players to suffer a tragic accident in this age where it's becoming common in the news for gaming fatigue triggering all kinds of weirdness up to death itself.
Also, the Hurkan fight the other night I was in with about 75% colonization rate, but due to the very small moving space and other hate issues detailed above with Yumcax, it was about a 7-8 hour fight on my server. Lot of tension going on there between us and the JP players, since both sides had different strategies to fight that one, and there wasn't really an effective way to get across that all players had to completely die to reset alliance hate while people were weakened, since enemies and the NM kept going in and attacking our weakened after the healthier players were dead due to links or strong moves.
So a few quick suggestions I'd have is the following
1. Make it unable to join unless the colonization rate is much higher to avoid prolonged fights IE 50% or even 75/80%+
2. Consider making them a BCNM style fight for an alliance and scaling down mob stats to that level, to keep them challenging for linkshells, but more fair for Joe Blow doing pickup shouting.
3. Since it's a given you're going to die at least a few times in these things, and possibly get caught without RR up or someone able to raise you, would it be fair to give us a RR Reive Momentum Reward at times?
4. If SE refuses to make these fights able to be done in a more reasonable time frame due to the "Hardcore" nature of the remaining players, would it be possible to introduce some kind of weakness system to the NMs or even temps, just something where the long fights are more managable and not so impossible?
Please take the above and give it good thought, since those two WKR fights are now some of the lowest points I've had playing the game in over 8 years, and I don't even know how other players feel about them outside of refusing to do Yumcax ever again on my server from those I've asked.
These fights aren't really too friendly for melee that most people just kill adds and not fight the boss. The community has developed a strat where people just use Cor for quickdraw since it isn't effected by col. rate, and smns since it doesn't matter if avatars die to aoe.
I would have some adjustments to not make the aoe as damaging as it is so people and adjust the damage for non cors and smns.
radicaldreamer
07-20-2013, 11:58 AM
Other than winning a petrified log for my hard-earned 65K of bayld @ yumcax, (which has supposedly been fixed but that doesn't help me), I have had no other gripes with the system.
I'm not going to fight Yumcax again because it takes me a very long time to get that much bayld. Colonization reives are pretty unorganized so it's hard to build bayld up. I keep trying to get into colonization reive parties and it seems that most everyone is interested in showing off their solo skills, rather than partying. (do a /sea in your area and look at the majority soloing)
I get the majority of my bayld from coalition assignments but those imprimaturs take quite a long time to build up too. I wish there were some extra way to accumulate those.
FrankReynolds
07-20-2013, 12:12 PM
Other than winning a petrified log for my hard-earned 65K of bayld @ yumcax, (which has supposedly been fixed but that doesn't help me), I have had no other gripes with the system.
I'm not going to fight Yumcax again because it takes me a very long time to get that much bayld. Colonization reives are pretty unorganized so it's hard to build bayld up. I keep trying to get into colonization reive parties and it seems that most everyone is interested in showing off their solo skills, rather than partying. (do a /sea in your area and look at the majority soloing)
I get the majority of my bayld from coalition assignments but those imprimaturs take quite a long time to build up too. I wish there were some extra way to accumulate those.
IKR?
Bayld comes way too slow. I don't care how easy it is. It's way to slow.
Makenshi
07-20-2013, 10:41 PM
The fights are too long and un interesting. I don't know about other servers but on mine every wildskeeper reive just involves 1 or 2 PLDs and then throwing as many SMN's at it as you can find. leaving everyone else to just fight the normal mobs. There has to be a better way to kill these things.
Babekeke
07-21-2013, 03:11 AM
As I discovered today, idiots aren't going to listen to anything that they're told. You tell them not do do any magic damage on the raptor NM, and therefore no WS as they might make a SC, and look at that, wildfire, and a SC within 10 secs of starting it.
I can well imagine that it's exactly the same in a WKR. It's not SEs fault that idiots play their game, but it would be nice to have some way to get rid of people from the reive who aren't listening, other than managing to get a BLM in their pt to D2 them.
detlef
07-21-2013, 04:36 AM
It's not SEs fault that idiots play their gameSE should probably balance Wildskeeper Reives around idiots, especially as interest begins to wane.
Bigrob33
07-21-2013, 05:19 AM
I will echo what was said about this event being not so friendly to the Xbox 360 player base. I froze up 3 time last night during a Harkun run and ended up losing my reive ki because of it. I would also like to see the ki's not be consumed until the end of the fight. While bayld isn't "hard" to get, it is time consuming and rather unfun.
Helldemon
07-21-2013, 05:25 AM
I think the biggest problem wit that is people could warp out near the end or once they have capped xp/bayld and just continue doing them over and over.
Umichi
07-21-2013, 06:08 AM
Hello, I just did my first wildkeepers rieve yesterday, and I must say It is impressive I went up against the fire naakul and the fight took a little under 2 hours to complete (not bad considering it was a group of randoms) One of the major problems I see with wildskeepers is people reverting back to WoE style combat where everyone brings in smns for the fights (I saw alot of them there, more than likely in the majority but def more than the other jobs present) I liked the spacing ofthe mobs and I enjoy the mobs you put in there for TP so us mele do not have to be on the boss all the time for our tp and stops feeding to boss.
About the only complaint I have with wildskeepers is the players... they lack the tact to work together imho I can only be as experienced of an endgamer as I can be before I have to start relying on other people..... But alas SE you can't fix that
One suggestion I have is anyone who enters the rieve solo is auto grouped into any alliance or parties available.... If we are in this together it shouldn't be exclusive to one group of players. It helps to see peoples HP and MP and eases players ability to target others during critical times..
Umichi
07-21-2013, 06:20 AM
Alsofor those echoing the xbox issue are you lowering the amount of people visible on screen before you enter the rieve, reducing shadows and cloud effects would help you out also.
Kristal
07-21-2013, 08:10 AM
I think the biggest problem wit that is people could warp out near the end or once they have capped xp/bayld and just continue doing them over and over.
You don't do WKRs for xp/bayld... you do them to LOSE xp/bayld. If you want xp/bayld, just do lair and col reives in Marjami Ravine, or if that's too crowded, form a PUP party and tear reives to pieces in Yorcia Weald.
Demon6324236
07-21-2013, 08:52 AM
You don't do WKRs for xp/bayld... you do them to LOSE xp/bayld. If you want xp/bayld, just do lair and col reives in Marjami Ravine, or if that's too crowded, form a PUP party and tear reives to pieces in Yorcia Weald.It was in response to the idea of losing the KI at the end of a battle rather than upon entrance. If you lost it only at the end then people could come in for a continuous stream of Bayld till the last 5% then just warp out or walk out so they keep their KI, but make a killing during the fight.
Umichi
07-21-2013, 08:57 AM
It was in response to the idea of losing the KI at the end of a battle rather than upon entrance. If you lost it only at the end then people could come in for a continuous stream of Bayld till the last 5% then just warp out or walk out so they keep their KI, but make a killing during the fight.
definately abuseable to circumvent farming bayld for the runs in the first plac. I concur.
Demon6324236
07-21-2013, 09:40 AM
It has its flaws, but it is a good idea over all. The fact you have to lose your KI to enter is fairly stupid in my opinion, for many reasons. Reives seem to be made for a drop in drop out kind of thing, you can not see how many people are in a WK Reive though, so if you just go running into one, you can find yourself alone. Besides that, you also have the issue with coming a job which does 0 damage, or dying and never getting a raise, forcing you to home point and forfeit your KI. While the Bayld thing is an issue, if it could be resolved in a way it would be a great help to people. Bayld farming is boring, no one wants to do it, I do not think it makes sense to allow people to abuse it in that kind of way, no, but at the same time, I do not think people should be able to lose their KI so easily either, because it costs to much, and tkes to much time to get just to lose it stupidly like that.
Vriska_Serket
07-21-2013, 11:11 AM
Make it so that you can't get a drop you already have. If I already have Zapdos' bullet I should not get nothing because I rolled another bullet drop. Force a re-roll until it goes to something I don't have. That way I know there's a maximum of 6 times I have to do the thing, ever. 450k Bayld is a fair enough price, don'tcha think?
Then maybe after I have all 6 items you can make capes drop. First cape should be the job I'm on, and if I already have it, give me a random one.
Also, you've learned a lot since Voidwatch, but you still don't understand that nobody wants logs and ores from event fights. Not one person. Ever.
Babekeke
07-21-2013, 05:06 PM
I don't see it being a way of abusing the system if people did 95% of a battle then warped out to save their KI.
Firstly, to get bayld, then they must have contributed to the fight. So they helped everyone else out, even though they didn't need/want the KI OR A DROP FROM THE NAAKUAL.
And how much bayld can you actually get back from doing a 2 hour reive anyway? I assume that getting 30k back was back when they were lasting 4+ hours?
In Yahse Hunting Grounds, I can get nearly 20k Bayld an hour when I have my impritarus maxed out (as they often are) by doing 4 CRs and a LR then running back to town to get a new coalition assignment.
Without impritarus, it's 14k/hour Bayld for the CRs and ~1k for each LR that you can squeeze in before the CRs are up again.
Zuidar
07-21-2013, 05:30 PM
Make it so that you can't get a drop you already have. If I already have Zapdos' bullet I should not get nothing because I rolled another bullet drop. Force a re-roll until it goes to something I don't have. That way I know there's a maximum of 6 times I have to do the thing, ever. 450k Bayld is a fair enough price, don'tcha think?
Then maybe after I have all 6 items you can make capes drop. First cape should be the job I'm on, and if I already have it, give me a random one.
Also, you've learned a lot since Voidwatch, but you still don't understand that nobody wants logs and ores from event fights. Not one person. Ever.
I agree. I just did Yumcax and 3 nights in a row didn't get any item at all, but I already acquired the Cape, Hat, and Neck. Otherwise it's just a waste of Bayld for long hour battles
Babekeke
07-21-2013, 05:44 PM
I agree. I just did Yumcax and 3 nights in a row didn't get any item at all, but I already acquired the Cape, Hat, and Neck. Otherwise it's just a waste of Bayld for long hour battles
Make sure your inv isn't full, too!
The whole Cor and SMN as the main damage dealers on the bosses in wildkeepers still isn't all that fun for everyone else there. Can you tone down the aoe at all so people are getting 1 shotted by aoe.
Babekeke
07-21-2013, 10:25 PM
The whole Cor and SMN as the main damage dealers on the bosses in wildkeepers still isn't all that fun for everyone else there. Can you tone down the aoe at all so people are getting 1 shotted by aoe.
This should all change with the Utsusemi update next month.
Well, unless the AOE is magical, not physical, of course.
Umichi
07-21-2013, 10:31 PM
Make it so that you can't get a drop you already have. If I already have Zapdos' bullet I should not get nothing because I rolled another bullet drop. Force a re-roll until it goes to something I don't have. That way I know there's a maximum of 6 times I have to do the thing, ever. 450k Bayld is a fair enough price, don'tcha think?
Then maybe after I have all 6 items you can make capes drop. First cape should be the job I'm on, and if I already have it, give me a random one.
Also, you've learned a lot since Voidwatch, but you still don't understand that nobody wants logs and ores from event fights. Not one person. Ever.
SE give me what I want so i can stand around afk in shinies faster pretty much what I read here...you also fail to understand why you get a log and or ore from VW. (heres a hint, its not because they find value in the item for it for you...)
and personally I want capes to drop whenever, I don't want to invest 300k+ bayld just so I can start to have a chance at cape drops. but i do agree that I wish they'd make the capes more predictable to some extent...perhaps mele(bear in mind I tanks are in this area also) oriented capes drop if your mele and mage capes drop if your a mage (I would think blu would fit here?)
Umichi
07-21-2013, 10:32 PM
I don't see it being a way of abusing the system if people did 95% of a battle then warped out to save their KI.
Firstly, to get bayld, then they must have contributed to the fight. So they helped everyone else out, even though they didn't need/want the KI OR A DROP FROM THE NAAKUAL.
And how much bayld can you actually get back from doing a 2 hour reive anyway? I assume that getting 30k back was back when they were lasting 4+ hours?
In Yahse Hunting Grounds, I can get nearly 20k Bayld an hour when I have my impritarus maxed out (as they often are) by doing 4 CRs and a LR then running back to town to get a new coalition assignment.
Without impritarus, it's 14k/hour Bayld for the CRs and ~1k for each LR that you can squeeze in before the CRs are up again.
my first rieve the other day i invested 45k into it came out with about 22-24kish bayld for about 2 hours worth of work.
Richie
07-21-2013, 11:28 PM
please make it so you can trade two or three pieces of gear from the bosses for one that you would like.
Umichi
07-22-2013, 02:40 AM
please make it so you can trade two or three pieces of gear from the bosses for one that you would like.
make it 3 pieces of gear and 200k bayld deal!
Minikom
07-22-2013, 05:06 AM
My suggestions are:
1- Remove the cap limti on Bayld and exp from wildskeepers, cap to 25K on both and when ppl can they stop doing something and just afk/wait until megaboss is dead. removing cap should be good idea because ppl will do more actions, supports andhealing to gain more baylds and exp, sometimes is too frustrating to spend 50k-75k Bayld and get nothing.
2.- change out drops on wildskeepers, more or less this is my idea.
2.1.- shitty item (yes you can put your flint stones here or logs, np)
2.2.-JSE cape 100% drop you can do it based on what job you are or just random, the idea about get the cape based on your job is much better, more ppl can come diferent jobs.
2.3.- our wildskeeper item, armor/weapons/accesories. A friend told me what should be cool if SE would remove the items from pool when you have them so you can get the ones you want, example, if you have axe, scythe bullet, they would be removed only from your personal pool so you can get a chance at getting the rest of items. im not sure if this is possible. My idea about this is if an item what you have already is going to drop to you again, and you cant remove it, just give us 10k-20k bayld based on what item was.
3.- should be possible make the items you have already into cells, similar to Voidwatchs, you can put them on AH and others ppl can buy them and get what they want.
Vivivivi
07-22-2013, 12:05 PM
These are fun when they go moderately well. Adjustments need to be made to not allow for Pandemonium Warden length battles however. 15 hour+ Yumcax (still going I presume).
Two proposed fixes: Lower the risk factor of the entry item- cost is ok as is, but consider not loosing the key item if you homepoint, or, being able to "repair" it for a reduced cost. Many people stayed in Yorica Weald for way too long because of this.
Other solution- if the colonization rate is truley designed to make the mobs easier to fight, do not even allow entry into the WKR if the rate is below a reasonable percentage.
Other feedback- please evaluate alliance enmity for these. It can be very difficult to communicate how this works across different languages, and when a single person in the group doesnt understand to stay down, it can take an extraordinarily long time to recover. It's my impression that Wildskeeper rieves are meant to be challenging, but also pick up group friendly. When 1 rogue individual can cause 150+ players to wipe, I think there are some issues. The two new areas are very tightly packed without much of a "safe" place to recover.
Babekeke
07-22-2013, 02:40 PM
If you have an idiot in your alliance, remove them, or yourself from said alliance^^
Kaeviathan
07-22-2013, 03:07 PM
Tonight I joined my first wildskeeper Reive, and I got to say it just been a terrible experience. I'm unable to switch jobs because I lose KI, people are causing massive wipes, theres too much paralysis, sleep, and slow, an the fight last too long. This is by far the most disorganized content I ever engaged in. I Also noticed that Rune Fencer does horrible in this reive. My lunges (wind based) were MAGIC BURSTING for 500ish dmg against the adds in Yorcia Weald's Wildskeeper. my lunges will usually MB around 3.7k against mobs in colonization reive, or near 6k if they are weak to magic. So yeah, my feedback is that this content isn't really enjoyable.
Kristal
07-22-2013, 04:57 PM
Tonight I joined my first wildskeeper Reive, and I got to say it just been a terrible experience. I'm unable to switch jobs because I lose KI, people are causing massive wipes, theres too much paralysis, sleep, and slow, an the fight last too long. This is by far the most disorganized content I ever engaged in. I Also noticed that Rune Fencer does horrible in this reive. My lunges (wind based) were MAGIC BURSTING for 500ish dmg against the adds in Yorcia Weald's Wildskeeper. my lunges will usually MB around 3.7k against mobs in colonization reive, or near 6k if they are weak to magic. So yeah, my feedback is that this content isn't really enjoyable.
Yorcia Weald is a pain to navigate (map, geography, chigoes, TSH panopts), so people tend to avoid it when farming for capes and bayld. Which keeps the colonization rate low, meaning Yumcax and his pets have a high damage reduction.
Marjami Ravine WKR is FAR easier, usually wrapped up within an hour with less of a mess. And you can actually get to the reive solo, once you unlocked "Climbing".
Siviard
07-22-2013, 06:37 PM
I have to agree regarding Yorcia Weald. The place is a literal labyrinth, and the map does absolutely NOTHING to help guide us to where we need to go.
If the map were updated to be more user friendly (showing actual pathways and not a conglomeration of shrubbery) then people would be more inclined to participate in Colonization Reives there. Which in turn would raise the Colonization Rate, which, in turn, would make Yacumax a much easier fight as opposed to the 24+ hour marathon session I've been hearing about on Quetzalcoatl server.
To be honest, I'm surprised none of the gamer news outlets hasn't gotten a hold of this news yet. Would be horribly bad press for SE again. Remember Pandaemonium Warden a few years back and the bad press SE got from that?
HimuraKenshyn
07-23-2013, 12:02 AM
55k bayld 6hrs for a voay staff -1 isn't really on my list of enjoyable things to do with my life list. That is one of single biggest issues I have actually spent over 200K bayld for no reward whats so ever at least the nothing drops got fixed but really if I have an item and a dup drops I get nothing again blows just the same.
Only one thing: the game shouldn't roll you an item you already have, ever. These things may take hours on many servers and it is beyond ridiculous that you can walk out empty-handed. Please make it so 1 drop is guaranteed but only among the items you don't already possess.
detlef
07-24-2013, 06:58 PM
I just got nothing for x2 as a reward from the longest Yumcax fight I've participated in to date. Someone in my linkshell has gotten no drops 7 times.
Tptn937
07-24-2013, 10:59 PM
I was disconnected from the game from the game shortly before the WK reive ended. I log back on and don't have any items, permission to fight the next WK reive, or patience. I was an asset to the server's efforts in defeating the Boss for about 5 hours, I was unable to recieve more bayld or exp for remuneration and when I log back on I got nothing....
Umichi
07-24-2013, 11:51 PM
I have to agree regarding Yorcia Weald. The place is a literal labyrinth, and the map does absolutely NOTHING to help guide us to where we need to go.
If the map were updated to be more user friendly (showing actual pathways and not a conglomeration of shrubbery) then people would be more inclined to participate in Colonization Reives there. Which in turn would raise the Colonization Rate, which, in turn, would make Yacumax a much easier fight as opposed to the 24+ hour marathon session I've been hearing about on Quetzalcoatl server.
To be honest, I'm surprised none of the gamer news outlets hasn't gotten a hold of this news yet. Would be horribly bad press for SE again. Remember Pandaemonium Warden a few years back and the bad press SE got from that?
Just remember people chose to stay there for 27 hours... SE already stated if your doing it longer than 4-5 hours your prolly doing it wrong.
as far as yorica weald go... japanese have a fancy for yggdrasil or a "World tree" and most of the time anything involving them involves labrynths and danger especially getting to said tree... It's also an area steeped in plot for missions ahead. I'm sure :P
Fynlar
07-25-2013, 01:07 AM
Just remember people chose to stay there for 27 hours... SE already stated if your doing it longer than 4-5 hours your prolly doing it wrong.
Too bad that by making the KI expended upon entry, they aren't exactly encouraging people to leave and waste all that bayld in order to adjust their jobs/strategy.
Umichi
07-25-2013, 01:58 AM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
Alpheus
07-25-2013, 02:05 AM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
Because if we were fighting these things like we were supposed to it'd be at or near 100% colonization rate meaning they'll die faster than someone can farm up 75k Bayld unless they do the Skirmish Bayld farm thing that has some people on this forum pissed off.
FrankReynolds
07-25-2013, 02:26 AM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
Everything is a renewable resource if you have forever...
But people only have so much time to farm this crap and it's not all that much fun.
Borgan
07-25-2013, 07:10 AM
Please consider making the Library Achievement for getting the Nakuul KIs repeatable in choosing an item. Make it per conquest tally, 30 days, something, because the absurd amount of time it takes to down Hurkan, Yumcax, even Achuka and Tchakka on Shiva is horrendous. Especially Hurkan and Yumcax, with the chance of getting no drops, or the same drop over and over.
To give people incentives to do these fights even if they have all items, offer Bayld (25,000 at least), Plasm (20,000?), or an airlixir +2 as potential rewards.
Umichi
07-25-2013, 11:25 AM
well if people would go out and do the rieves... I mean if a mob of players like there are in marjami went over to yorica I'm sure there would be no problem... thing is people wan't ez mode if you guys can be a little choo choo train in marjami you can be a little choo choo train in yorica.
detlef
07-25-2013, 11:48 AM
Thing is, you couldn't. If you moved all the people from Marjami to Yorcia you'd spend half the time standing around. There are 7 colonization reives in Marjami and 4 in Yorcia.
Umichi
07-25-2013, 02:24 PM
well then the player population would adjust... I still see no effort to down colonization rieves to defeat the boss.
FrankReynolds
07-25-2013, 02:42 PM
well then the player population would adjust... I still see no effort to down colonization rieves to defeat the boss.
They did adjust. They went to majarmi.
Kristal
07-25-2013, 05:17 PM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
It's 50k bayld, if you put some time into doing quests, tasks and reives. (Uhoh... where did I hear that before...)
Thing is, you couldn't. If you moved all the people from Marjami to Yorcia you'd spend half the time standing around. There are 7 colonization reives in Marjami and 4 in Yorcia.
With 2 CRs and 3 LRs so close to each other in Marjami Ravine they make a very good farming cycle as well. Yorcia on the other hand.. there's two CRs and 2 LRs accessible, but the north CR and LR both have true-sight panopts and the lair is impossible to solo with AM casting true-sigh mobs that go right up to the reive range limit... Which leaves 1 CR and 1 LR that can be comfortably soloed.. if you keep sneak and invis up...
Fynlar
07-25-2013, 05:20 PM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
Uhh, people that don't want to have wasted a whole day or two farming that much bayld?
I'd imagine for many people, earning 75k bayld takes at least the better part of a day.
Oh, right, I'm talking to the guy who thinks Instant Protect III scrolls for 1k bayld are a good deal. Never mind
Secondplanet
07-25-2013, 10:42 PM
i'm finding a problem with that there seems to be more people in the fight zone afk in some safe spot that get rewarded and i'm stuck fighting the NM and walking away with only very little bayld for the fight and i always get the item that is farthest away from my jobs i use.
To clear things up i go summoner and always have an avatar on the boss and bloodpact every second i get, but then i see other summoners just running around with carby using healing ruby II and not helping with the actual fight and they get crap tons more bayld then me for just spamming curega on everyone. The system needs to put a cap on bonuses from buffs and award players more who are fighting the actual boss. I had spent some time during one fight healing some people and when the "review" rotation came around i got something like 400'ish exp/balyd but just fighting the boss i was lucky to see 100'ish.
Traxus
07-26-2013, 04:52 AM
Which leaves 1 CR and 1 LR that can be comfortably soloed.. if you keep sneak and invis up...
Which lair reive is this? I checked all of the ones in yorica some time ago, but it didn't seem like there was a safe place to stand at any of them.
i'm finding a problem with that there seems to be more people in the fight zone afk in some safe spot that get rewarded and i'm stuck fighting the NM and walking away with only very little bayld for the fight and i always get the item that is farthest away from my jobs i use.
To clear things up i go summoner and always have an avatar on the boss and bloodpact every second i get, but then i see other summoners just running around with carby using healing ruby II and not helping with the actual fight and they get crap tons more bayld then me for just spamming curega on everyone. The system needs to put a cap on bonuses from buffs and award players more who are fighting the actual boss. I had spent some time during one fight healing some people and when the "review" rotation came around i got something like 400'ish exp/balyd but just fighting the boss i was lucky to see 100'ish.
If you have an avatar meleeing yumcax, you are hurting more than you are helping. The damage you'll do with a high colo rate is miniscule, but the damage/doom delt by TP moves from your extra TP feed is not.
HimuraKenshyn
07-26-2013, 05:19 AM
Add a message ala WOE when hitting the ??? Point that shows the mobs current HP% please and thank you. The concept of a cell is already in the game how about adding that here as well please cause getting only a voay -1 staff for my hours and hours of work and bayld really makes me want to slap somebody.....
Fynlar
07-26-2013, 09:23 AM
If you have an avatar meleeing yumcax, you are hurting more than you are helping. The damage you'll do with a high colo rate is miniscule, but the damage/doom delt by TP moves from your extra TP feed is not.
You don't worry about TP feed in a 18-man fight. What makes you think you should worry about it in a 180+ man fight?
Having an army of resummonable pets on the NM is always preferable to having a loose NM killing all your CORs.
Karah
07-26-2013, 10:13 AM
http://i40.tinypic.com/2pobpu8.png
Best 70,000 Bayld ever spent, I love the Wildskeeper system.
That being my 6th Hurkan win.
And the best item I've obtained from all 6 so far.
Umichi
07-26-2013, 10:22 AM
Uhh, people that don't want to have wasted a whole day or two farming that much bayld?
I'd imagine for many people, earning 75k bayld takes at least the better part of a day.
Oh, right, I'm talking to the guy who thinks Instant Protect III scrolls for 1k bayld are a good deal. Never mind
because the game is going away in a few months right? not everyone has the time to farm bayld all day long, and were not here to race to the finish line.... should item drops be looked at maybe... but that still does not make my point invalid... you have acess to making bayld whenever you want and you have a games lifetime to obtain what you want... why do you need to consistently do a wildskeepers every day considering the fact that this content was made for normal to casual players who either share no interest in delve content or are working on the high end of the next step to working on the lower levels of delve. in which case doing 2-3 wildskeepers a week is a pretty decent pace. maybe thats why your getting crud drops all the time and the reason why SE made drop rates rediculous is because of people want to spamga the crud out of it until the content becomes obsolete and then no one can do it because the ones who got what they wanted moved on.
FrankReynolds
07-26-2013, 11:03 AM
because the game is going away in a few months right? not everyone has the time to farm bayld all day long, and were not here to race to the finish line.... should item drops be looked at maybe... but that still does not make my point invalid... you have acess to making bayld whenever you want and you have a games lifetime to obtain what you want... why do you need to consistently do a wildskeepers every day considering the fact that this content was made for normal to casual players who either share no interest in delve content or are working on the high end of the next step to working on the lower levels of delve. in which case doing 2-3 wildskeepers a week is a pretty decent pace. maybe thats why your getting crud drops all the time and the reason why SE made drop rates rediculous is because of people want to spamga the crud out of it until the content becomes obsolete and then no one can do it because the ones who got what they wanted moved on.
Why don't you just give me all your items? I mean you have forever to get more right? Time is of absolutely no value correct? So just give me all your stuff. You have your entire life to get more and you're obviously not in any sort of rush to get better items. I think that since you are completely content doing the same thing forever with no benefit to yourself, you should just really make that example and ditch everything so you can re-obtain it all.
Fynlar
07-26-2013, 11:49 AM
because the game is going away in a few months right?
Wildskeeper Reives are not going to stay popular forever. There was a brief surge of them going on on our server after the quest Order Up was discovered, but even now I am noticing they have started to taper off. And I'm sure it's just a matter of time before even the new gear from Hurkan/Yumcax will be considered crap and not worth spending the bayld for by most players.
You'd have a point if these fights were the kind of thing a small group of people could go in and casually win, but they're not.
dasva
07-26-2013, 02:44 PM
You don't worry about TP feed in a 18-man fight. What makes you think you should worry about it in a 180+ man fight?
Having an army of resummonable pets on the NM is always preferable to having a loose NM killing all your CORs.
Because of much worse moves getting thru and less organization. Also generally speaking that 18 man fight has more people meleeing the mob then you have in a reive. So his point is very valid. All you are doing with keeping your avatar out is making it harder on the plds and occasionally turning hate to the mages. Last Hurkaan I did took a good hour extra longer because of a few smns just leaving the pets on Hurkaan the the resulting hate issues and tp feed.
Traxus
07-26-2013, 03:03 PM
You don't worry about TP feed in a 18-man fight. What makes you think you should worry about it in a 180+ man fight?
Having an army of resummonable pets on the NM is always preferable to having a loose NM killing all your CORs.
Quickdraw doesn't grant mobs TP, and there is no reason for anyone to be meleeing yumcax at high colo rate. Cor army + non-engaged tanks = no TP feed except from the NMs own melee attacks. And yes, there is a gigantic difference between a bunch of avatars feeding it TP, and no avatars meleeing. It's the difference between it using TP moves once in a while and being extremely manageable, and spamming them non-stop, destroying your tanks/cors. Additionally, TP moves are what put up his regen aura, and grant him access to more deadly TP moves.
Avatar damage is subject to colonization rate -DT, quickdraw is not. Parties of cors can also reset quickdraw CD constantly with random deal/wild card rotations, a single cor in one of these parties is going to do dozens of times the damage of a single smn, literally. Even with sub 20% colo rate (IE: takes 0 damage from everything from quickdraw and that one geo ability), 2 competent cor parties can kill yumcax in a little over an hour, provided you have the tanks, a geo for mdb and more importantly meva debuffs, and aren't being MPKed by idiots.
If you really want to use merits BPs or whatever on yumcax once a minute for like ~5% of the damage a cor is doing in that time period, go for it, but please release it afterwards. Don't feed it TP with your single digit avatar auto-attacks.
dasva
07-26-2013, 03:33 PM
Even at high colo rates it isn't worth the feed or the potential hate pull. This isn't 2003. Every smn should know to bp and release like they have been since endgame content first started being done. Really as long as it isn't spammy the only thing that comes close to killing me on pld is the doom move. And that's me just a really crappy whm with me that is mostly there for buffs/remove status effects. As such it's good to not have it use said move by feeding tp.
Hurkaan is similar in that only a couple of special moves can kill me and even then it will only do so if it get's them off right after a dispel move before I can put shell back on... ie doing back to back moves because it was hand fed tp by lazy smners
Fynlar
07-26-2013, 04:48 PM
I'm guessing you guys don't get the naakual fights where an assembly line of avatars ARE what's tanking the naakual, but that's usually how it goes on my server.
Vivivivi
07-26-2013, 10:26 PM
Overall, I think the idea of Wildskeeper rieves is fantastic, it's like Beseiged but in reverse. After participating in all five, some multiple times, here is my consolidated feedback, both good and bad.
What needs adjusting:
Enmity and AOE attacks: In all WKRs, but especially Yumcax, it's too easy for one random person to suddenly appear, aggro a bunch of enemies (on purpose or not) and cause devistating affects to people outside their alliance.
Yumcax regen: because of the issue I just mentioned, it makes it extremely difficult to recover and progress, even with the most well prepared players.
Reward system: with such a costly entrance item, the risk versus reward is very skewed with repeat bouts. 50-75k bayld to receive a pebble or log is not only frustrating, but is a total turn off to the game. By contrast, voidwatch, which had very low drop rates at least granted a very large amount of experience points, cruor, and skillup opportunities. I don't feel that the XP and bayld gained from WKR matches the effort and intensity level. I would like to see a system like Nyzul Isle 2, where perhaps 3 repeat battles of a single Naakul allowed the player to select the item they want.
What is great so far:
The general concept: I love the idea of a huge number of people teaming up for an enemy lair style invasion. When things go moderately well, it's some of the most fun content I've experienced so far!!
The actual rewards: When they do drop, they're wonderful, both in stats and in general look.
Lack of ridiculous, disabling boss TP moves: I'm very glad that we don't see these NMs with amnesia/doom/terror auras etc. For the most part, even though they hit hard and have some nasty attacks they typically do not spam them unreasonably.
The Order Up quest: I love being able to at least select "that one item" that you really want just from defeating each tier of Naakuls, it was a very nice surprise.
Traxus
07-27-2013, 07:55 AM
I'm guessing you guys don't get the naakual fights where an assembly line of avatars ARE what's tanking the naakual, but that's usually how it goes on my server.
For hurkan sometimes yes (when people won't take down the aura), yumcax no. If avatars have the highest threat on yumcax, than your cors are going to take hate immediately and get destroyed when they try to DD. If cors can't stay alive and QD, that you probably aren't going to take it down at all, at least with low colo rates.
Kaeviathan
07-27-2013, 10:41 AM
I stood for three days in a wildskeeper reive against Hurkan waiting for people to join me. I was engaged in battle for atleast 9 hours. My reward: a bullet. That's unfortunate :(.
Bedavere
07-27-2013, 11:56 AM
OK!!! I just spent 9hours in a Yorcia Weald WKR for the 5th time I have gotten nothing which I am Assuming means I have gotten Gorget each time. This event Is getting very OLD VERY FAST! Farming 70k Bayld in Reives that last less than 3minutes most times with the mass of ppl around, and Repops of 1hour pr Reive you find yourself standing around for 45minutes or more pr hour! ILL GET TO MY POINT.
WKR AND Bayld farming need adjsutments. Decreasing the reives hp by half will not help this. Your going to take away from everyone working on bayld thus taking away from ppl having the Bayld for WKR. Killing the reive faster only promotes the Lowman portion of farming and when you get mass ppl you will get nearly nothing from completeing unless you have imprimaturs(which btw DO NOT cycle fast enough, need a quest or rank to increase replenish rate). That bein said here are some things that need to Happen to WKR.
#1 Key Item Not lost Until WKR NM is Dead! Some of us CANNOT stay up 12hours or more waiting for people to stop aggro'ing uselessly. Reives Tend to be ok once its in order and players are not out "Soloing" adds that end up killing the entire group.
#2 ADD A WARP TO DIRECTLY THESE WKR ONCE YOU HAVE BEEN THERE! (Maybe once you have talked to the moogle outside Yorcia Weald?) I don't know but something. I know that it makes players work on colonization rate but for players that join late they have hard times getting through the reives and sometimes NEVER get through them. Maybe can warp at 80% of mob HP or less? Im not sure.
#3 Take the low end Synth Mats out of the loot pool. Its not something we go for 75k Bayld(IT TAKES TOO LONG TO MAKE 75K BAYLD), we go for the gear and the gear only. If anything Make the 2nd Slot JSE Capes. The Main loot drop either needs to be fixed again, or you need to start giving us KIs for each win per zone kind of like how NNI works. You win 5 You pick an Item, Or make the Quest "Order up" repeatable and we lose the 5 KI each time, either is fine.
#4 Add Temp Items or tone down the aoe/debuff and adds. DD are useless nearly in this zone as they barely get heals and even when they do the fact that players mostly do not party up and solo makes it very hard to deal with them in a timely manner. The WKR I was just in, ran so long because solo players kept pulling those Adds to the main group and then they aggro us and welp wipe yet again, for hours. THIS IS NOT FUN!
#5 I don't really have a #5 tho I probably will think of one later. This event is painful.
I notice a lot agree, I really hope you make some big changes SE.
MiriOhki
07-27-2013, 04:19 PM
How about making it so that items actually drop, period? Just finished my first Hurkan win tonight. Got the bonus XP/bayld. Got the KI. Got a pebble. No gear what so friggin' ever.
Karah
07-27-2013, 04:48 PM
Be glad you've only gone once and have a pebble to show for it, try 7.
Should've had every item by now, yet I have none.
Helldemon
07-27-2013, 06:25 PM
#1 Key Item Not lost Until WKR NM is Dead! Some of us CANNOT stay up 12hours or more waiting for people to stop aggro'ing uselessly. Reives Tend to be ok once its in order and players are not out "Soloing" adds that end up killing the entire group.
I think the hardest part would be figuring out how to keep people from abusing this to get 100's of thousands of bayld easy.
#2 ADD A WARP TO DIRECTLY THESE WKR ONCE YOU HAVE BEEN THERE! (Maybe once you have talked to the moogle outside Yorcia Weald?) I don't know but something. I know that it makes players work on colonization rate but for players that join late they have hard times getting through the reives and sometimes NEVER get through them. Maybe can warp at 80% of mob HP or less? Im not sure.
Yorcia Bivouac #3 is actually fairly close to the WKR and has nothing blocking the way. I think all of the zones have a bivouac that is fairly close to the WKR so that is something the players can fix on their own
#4 Add Temp Items or tone down the aoe/debuff and adds. DD are useless nearly in this zone as they barely get heals and even when they do the fact that players mostly do not party up and solo makes it very hard to deal with them in a timely manner. The WKR I was just in, ran so long because solo players kept pulling those Adds to the main group and then they aggro us and welp wipe yet again, for hours. THIS IS NOT FUN!
This is from some recent notes from the devs for a future update.
Add effects to Reive trophies: This has been delayed from the August version update in order to prioritize the implementation of colonization and lair reive adjustments.
So maybe we'll get something to help with that. That is mainly a player issue though and I'm not sure there is much SE can do about it because when they die next to everyone the monsters will still end up coming after people lol ; ;
Demon6324236
07-27-2013, 10:42 PM
I think the hardest part would be figuring out how to keep people from abusing this to get 100's of thousands of bayld easy.There needs to be some sort of safeguard against losing your KI for nothing though, this seems like the best, and really, probably the only way it would work unless someday GMs can actually play a player...
Yorcia Bivouac #3 is actually fairly close to the WKR and has nothing blocking the way. I think all of the zones have a bivouac that is fairly close to the WKR so that is something the players can fix on their ownIf people walk out there over the course of a hour, then yes, but its stupid that we have to do that all the same.
This is from some recent notes from the devs for a future update.
Add effects to Reive trophies: This has been delayed from the August version update in order to prioritize the implementation of colonization and lair reive adjustments.
So maybe we'll get something to help with that. That is mainly a player issue though and I'm not sure there is much SE can do about it because when they die next to everyone the monsters will still end up coming after people lol ; ;Remove Alliance hate, make mobs depop when no hate is on them after killing a player & repop 10 seconds later. That should be a short enough time to avoid easy sacking but avoid idiots ruining things for everyone else.
Umichi
07-28-2013, 05:29 AM
Why don't you just give me all your items? I mean you have forever to get more right? Time is of absolutely no value correct? So just give me all your stuff. You have your entire life to get more and you're obviously not in any sort of rush to get better items. I think that since you are completely content doing the same thing forever with no benefit to yourself, you should just really make that example and ditch everything so you can re-obtain it all.
that is comepletly besides the point im trying to make... giving you Items I already have does not equate to an item I currently do not have but want. people are putting to much value on a system based off of perpetually obtaining it.
Not only that but these people are completing said content faster than most normal players. I know I'm starting to round out my third nakaul this week, and how many months has the expansion been out now?
Karah
07-28-2013, 10:21 AM
http://i41.tinypic.com/2dtc83q.png
EIGHTH Hurkan.
520,000 Bayld, Can I have a drop now, please?
How about now, NINTH Hurkan.
http://i42.tinypic.com/30c7iht.png
FrankReynolds
07-28-2013, 04:12 PM
that is comepletly besides the point im trying to make... giving you Items I already have does not equate to an item I currently do not have but want. people are putting to much value on a system based off of perpetually obtaining it.
Not only that but these people are completing said content faster than most normal players. I know I'm starting to round out my third nakaul this week, and how many months has the expansion been out now?
It's not besides the point. You said people should be happy just playing and that they have all the time in the world to farm more bayld. If so then Why are you even doing nakkuals? Surely there is some other content that you skipped along the way. Why the rush to do Nakkuals? You have all the time in the world. They aren't going anywhere right? Something you want from them maybe? Maybe you have some goals / gear that you want to obtain and you're skipping some quests, jobs, gear along the way to get it done faster? Why the big rush to get to nakkuals?
See how I did that? Now you're the guy who want's everything in a hurry. Sounds like BS doesn't it?
saevel
07-28-2013, 06:56 PM
Two things need to happen in the WKRs. First REMOVE THE F*CKING SUPER HATE. Seriously so tired of being in a corner unweakening and having the MB seek me out because it aggroed someone else in the alliance 10m ago. The insane hate + linkage mechanics make constant wipes guaranteed until you have a f*ck ton of people present. This is a campaign type battle full of random people, the probability of any form of communication or coordination is essentially 0.
And then TONE DOWN THE MB'S OFFENSIVE STATS. Currently if your not a PLD (or RUN) you die getting anywhere near those things. I'm talking 4K+ aoe damage. Even at 100% colonization they still murder anyone who gets anywhere close to them. This in turn makes the entire fight about COR's and SMN's whittling away it's HP while groups of PLD's (and RUNs) keep it in a corner somewhere.
Camiie
07-28-2013, 09:31 PM
Once someone gets the initial clear, let them enter subsequent battles at a heavily discounted rate.
Vivivivi
07-29-2013, 08:34 AM
http://i41.tinypic.com/2dtc83q.png
EIGHTH Hurkan.
520,000 Bayld, Can I have a drop now, please?
How about now, NINTH Hurkan.
http://i42.tinypic.com/30c7iht.png
Hurkan #1 grip
Hurkan #2 pebble
Hurkan #3 iron ore
Yumcax #1 neck
Yumcax #2 ebony log
Yumcax #3 cape
I give up
Chichicha
07-29-2013, 04:31 PM
http://i41.tinypic.com/2dtc83q.png
EIGHTH Hurkan.
520,000 Bayld, Can I have a drop now, please?
How about now, NINTH Hurkan.
http://i42.tinypic.com/30c7iht.png
How many hours you spent on these ?
gzz... this is what I think ... SE made us grind all the time for nothing, whilst they keep stating - "Your hardwork will eventually pay off" and get rid of random drop...
Is this how it should work for what Mr M said?
Karah
07-29-2013, 05:46 PM
Each kill takes... an hour-3 hours (the first)...
Building the bayld to do it isn't toooo bad. Running the morimar cycle gets about 40k an hour, so it's "only" 15 hours work... *headdesk*.
But seriously, getting NOTHING time after time after time after time... Voidwatch 2.0? I get that you get an item 100% of the time, but the problem is the damn thing keeps rerolling the SAME ITEM EVERY TIME! ugh!
Tired of it. Tired of 8k AoE damage. Tired of building Bayld to enter. Tired of wasting my time. August 3rd is when my sub is up, and I'm seeing no light at the end of this shit-tunnel yet.
Giving away hundreds of free pops for Dring was a massive gimmick. What could you possibly add in the 2nd campaign to keep the fed up people around another month?
Kristal
07-29-2013, 08:00 PM
Which lair reive is this? I checked all of the ones in yorica some time ago, but it didn't seem like there was a safe place to stand at any of them.
K-9 doesn't have panopts and the funguars and flytraps are sound agro only. Not something you'd AFK, but you can usually reapply sneak without a problem by moving around and still issue commands to pets.
SE really needs to move those flowers so players can join the reive without being ganked by true-sight mobs...
Vladislav
07-30-2013, 10:27 AM
Yorcia Bivouac #3 is actually fairly close to the WKR and has nothing blocking the way. I think all of the zones have a bivouac that is fairly close to the WKR so that is something the players can fix on their own
Lol sad thing is no Biv's in Yorcia on Bahamut still D;
Demon6324236
07-30-2013, 10:42 AM
Lol sad thing is no Biv's in Yorcia on Bahamut still D;I think that's the 3rd or 4th I have heard of not having any at all. Phoenix has none either.
dasva
07-30-2013, 12:28 PM
Well I mean the point of establishing them is to save time... but since they decay it requires continual effort. With nothing good about the zone except Yumcax and some missions chances are you will want to warp to a specific spot in there less often then you would have to run there to keep up the biv making it not save you time... now if they reward for all that running was something awesome like 5k balyd/xp per tag then yeah people probably would lol.
Right now I'm most fed up with people who will litterally do there best to kill your points. Oh your holding some mobs while there are adds beating up the plds holding the main and some beating up the mages killing them? Clearly pull off the full hp ochain pld with 3 mobs on him. See someone fighting something by themselves? Use everything you got to get hate on it then run it back away from that person and fight and everytime they get in range run again.... see someone trying to tank/cure themselves? Cure bomb them even though they are near full. But when they get to red completely stop curing
Kristal
07-30-2013, 05:39 PM
It's 75k bayld...... build up a new one... renewable resource.. people are puting to much value in an INFINITE source of money... you also have an INFINITE amount of game time to aquire said bayld (barring RL restrictions of course) who in their right mind forces themselves to stay in a rieve just because they dont want to revise their battle strategy?
Lol sad thing is no Biv's in Yorcia on Bahamut still D;
That's probably because you need Advisor rank (VI) in Couriers' Coalition. The bivouac near WKR also requires two colonization reives to be defeated, so unless a coordinated effort is made to get people to deliver supplies, it's going to be a LOOONG time before those appear, and a short time to disappear again.
dasva
08-05-2013, 09:32 AM
Here's a kick in the pants. 6 hours fighting yumcax and my character that only has cape and head get nothing. People who show up at the end get weapons.... seroiusly SE seriously
And hate to say this but think it was better when you didn't get something if you entered after 50%.... part of the reason this took so long is because alot of people were waiting for it to get lower to jump in and get item fast. And I mean I was litterally capped on xp/balyd before it got to 80%. Maybe uncap the balyd and/or xp rewards or make it so the more you do the better odds you have cause this is rediculous
Diadlo
08-13-2013, 08:14 PM
Looks like all of this has been said before, but here it is again. Due to the fact that Wildskeeper Reives take up so much time (earning the bayld, waiting for a run to happen on the naakual you want, killing the boss) I don't think the JSE backs should be in the treasure pool. It really sucks when you farm bayld throughout the week, wait 'til the weekend so you have enough time to kill a boss, then spend six hours killing a boss just to receive crap you could get from a less than 3 minute Colonization Reive. I now have 11 JSE backs and I can't use any of them... they're just inventory -1 until I get the items I want. The thought that all of these JSE backs are competing for the drop with the unique boss items, which are apparently extremely rare, is incredibly discouraging.
FrankReynolds
08-13-2013, 11:54 PM
I haven't seen a yorcia WKR shout ever. I'm sure they have happened on my server a few times, but I have never seen one. Colonization rate has never been above 27% to my knowledge. Doubt it ever will.
And the fact that they just added all that gear that is gonna soak up a bunch of bayld doesn't help either.
Just sayin...
dasva
08-14-2013, 10:26 AM
I find some are not shouted or shout by jps using slang that google can't translate properly so most others don't find out. That said even though colo rate is almost 50% now there is just as much shouts maybe less than when it was at 20% or less... cause until you start getting 80 maybe 60 its going to still be cor dominated dmg. Also think people are getting sick of farming balyd over and over again then going into a fight that they know might last litterally 16 hours with people who are going to definitely do stupid shit and sometimes even malicous stuff like deliberately wiping everyone and come out of it with a pebble. And even if eventually you do get the item we practically know that even just the lower tier nm version will be better in next delve
FrankReynolds
08-14-2013, 01:18 PM
I find some are not shouted or shout by jps using slang that google can't translate properly so most others don't find out. That said even though colo rate is almost 50% now there is just as much shouts maybe less than when it was at 20% or less... cause until you start getting 80 maybe 60 its going to still be cor dominated dmg. Also think people are getting sick of farming balyd over and over again then going into a fight that they know might last litterally 16 hours with people who are going to definitely do stupid shit and sometimes even malicous stuff like deliberately wiping everyone and come out of it with a pebble. And even if eventually you do get the item we practically know that even just the lower tier nm version will be better in next delve
Oddly enough, I actually came home to see one being shouted for the first time, but I had to go back to work 10 minutes later because a network switch failed and people couldn't access shared resources etc. >.<
vanadiel hates me...
tfun90
08-20-2013, 12:33 AM
1st Yumcax (Jul 18): Ocachi gorget: luckily I have RNG
2nd Yumcax (Jul 19): Tamaxchi: a nice Magic Acc piece, up until Soothsayer/Atinian got iLVL buffs. Too bad the only job I use that uses Magic Acc is BRD, which can't use Tamaxchi. I hear it's a decent Curing piece.
3rd Yumcax (Jul 20): Ebony Log.
1st Hurkan (Jul 22): Animikii Bullet: I hear it's good, but I don't play COR. Picked Uk'uxkaj Cap from the quest with both Wildskeeper II Key Items.
4th Yumcax (Jul 25): Pahtli Cape: muled, a Swith Cape has Fast Cast that isn't just for Cures, with spell recast reduction to boot.
2nd Hurkan (Jul 26): Tzacab Grip: iLVL weapons made this grip a pointless
5th Yumcax (Jul 27): Herb Seeds.
6th Yumcax (Jul 31): Moko Grass.
7th Yumcax (Aug 6): Herb Seeds.
3rd Hurkan (Aug 11): Animikii Bullet: good thing I muled the first bullet, or Wootz Ore would be all I got.
4th Hurkan (Aug 12): Velkk Necklace.
8th Yumcax (Aug 16): Herb Seeds.
5th Hurkan (Aug 18): Iron Sand.
Summary: I've gotten two items I'll actually use out of 13 Wildskeeper Reives, including the one you get to pick from the quest. I usually participate enough to maximize the in-BC Bayld return. Only one BC did I enter late and participate very little (Jul 27, Herb Seeds #2).
My feedback: I think a method of letting people contribute while they could, and accept reward if the fight was a success would be a great addition. I frequently see people say that they would go to Yumcax, but they couldn't stay online for how long it takes to kill it. Which means probably logging out, or going AFK and likely dieing, and auto-homepointing. Both of which mean losing your reward. If people could log out in the BC and not lose reward, a lot more would come and pitch in, knowing that leaving early would not cost them their reward and waste their bayld.
Secondly, a little more control over what reward you get would be nice. If my Ocachi Gorget had been an Ixtab, I'd be at 0 dropped items useful to me out of 13 Wildskeeper IIs, 910k Bayld, and perhaps fifty to seventy five hours of time. The quest was great to pick a useful reward, but that's only once.
Camate
08-23-2013, 04:38 AM
Greetings,
Sorry to keep you all waiting on a reply about Wildskeeper Reives. We realize this is an important topic and Producer Akihiko Matsui has provided an update below.
Thank you for all the feedback.
Based on the opinions everyone has been posting, we've been looking into future adjustments, and I would like to share our plans with you.
Please note that this is all still in-development and there is a possibility that changes are made. Also, not everything will be added during a single version update and we appreciate your understanding.
Learning about the state of the battle
We'll be making it so you can confirm how many players are fighting a Naakual, how much HP the Naakual has remaining, and how fast a Naakual's HP is falling by checking the entrance to each Naakual.
Additionally, as a Naakual's strength varies depending on the colonization rate, we'll also be making it possible to check the Naakual's content level at the time. We'll be making it possible to check content levels not only for Naakuals, but for Skirmish and Delve as well in a similar fashion.
These features are scheduled to be implemented during the fall version update.
Treasures
Currently, in addition to obtaining rewards directly from defeating a Naakual, it's possible to obtain an item of your choice after fulfilling certain requirements for the Celennia Memorial Library. However, we'll be adding yet another way to obtain Naakual items by fulfilling requirements in content that is to be added in the future.
We'll also be adding geomancy and other magic scrolls, coupons you can use to exchange for Bayld, and other items that have a bit more value to the current material slot.
Plans to maintain participation
Once you've managed to procure all of the rewards from Naakuals, there will no longer be a reason to fight Naakuals, and as such the battles for others who have yet to fight them will become difficult. With that said, we will be creating goals to accomplish for people who have already collected Naakual items, so they continue to challenge these foes.
To do this, we'll be adding new equipment and making it possible to revamp your Naakual equipment. We'll also be revamping the level design when a new Naakual comes out.
Additionally, below is an update about using Tractor during wildskeeper reives.
Matsui here.
I have some information to share about changes to how Tractor functions.
To start off, during the fall version update we plan on making it so while in wildskeeper reives only an area change will not take place when receiving the effects of Tractor.
Now, I’m sure many of you are thinking, “Only wildskeeper reives?”
Due to the fact that Tractor will pull a character to a player designated location, testing in every nook and cranny of the map is necessary as the possibility for bugs will become increasingly high. Because of this, we’d like to test carefully and implement this bit by bit to prevent bugs from cropping up due to the change in how this spell functions. We appreciate your understanding on this.
As long as no problems occur with wildskeeper reives, we plan on expanding this to other content as well, so if you have any feedback as to what content you would like to see this in, please let us know!
Vivivivi
08-23-2013, 08:32 AM
Love the ideas around rewards. Thank you.
Alistaire
08-23-2013, 02:59 PM
Now let's take a look at those lists and see which items from the second list are better than the items from the first list.
*
*
*
*
*
Well, that's a short list.
Ignorance does not make you correct.
FrankReynolds
08-24-2013, 11:12 AM
Ignorance does not make you correct.
Umm since we're just making insults uhh... Your face. There, I win.
PS. Did the 2 idiots who liked his post actually go back 10 pages to figure out what he replied to? Because it's pretty irrelevant now. Or, do you just click like on anyone who disagrees with me (it's great to have fans)?
dasva
08-24-2013, 11:54 AM
The plans to have other ways to get the naakual items is good provided it isn't also just a 1 shot deal. Adding more dropslots to existing ones will just exacerbate the problem though
Tptn937
08-28-2013, 08:19 PM
I've killed Yumcax 20 times. I've received gorget or a terrible cape that has absolutely no uses all but one time. When I say a terrible cape that has 0 uses I'm not referring to a jse cape like bane, but the pahtli cape. In fact I'd be happy if I got a jse cape at this point. The one time I didn't receive a gorget or a pahtli cape, I received nothing. Since then I started tossing the gorget and pahtli cape and continue to get them. The excessively bad luck is starting to become truly frustrating.
dasva
08-29-2013, 11:14 PM
It's pretty decent for cures
detlef
08-30-2013, 03:14 AM
It's a good cape, just like the Hurkan bullet is a good bullet. It's still the Pixie earring of WKR drops.
Demon6324236
08-30-2013, 03:28 AM
It's a good cape, just like the Hurkan bullet is a good bullet. It's still the Pixie earring of WKR drops.Best way to put it, right there. It might be good enough to make use of, but that doesn't make it any less a let down when you fight the NM for your 30th time only to walk away with it again while never having seen your truly great gear drop.
Kylos
09-03-2013, 07:00 AM
Well ... after spending a few hours of my time doing Hurkan for the third time (getting bullet and grip first two times), and spending 65k bayld on a pop, I was granted the ultimate of gifts. It was ... part iron ... part sand ... could it be!???
IRON SAND!!!
Woot, I feel so accomplished. Thank you SE for wasting my time once again, absolutely love it. I don't care that I didn't get a Scythe, Axe, Hat or Boots from this, because the Iron Sand will keep me happy for a long time.
I have had so much fun today, I don't think I can bring myself to go back until Wildskeepers are changed, otherwise I may have some kind of overload! I just can't understand why people are doing these reives less and less nowadays despite the huge colonization rates! You got to be crazy not to want some Iron Sand!
Twille
09-03-2013, 08:08 AM
They need to make the quest in the Library repeatable, ensuring rewards for all participants. I'd think a reset each conquest tally would be appropriate.
dasva
09-03-2013, 10:54 AM
Iron sand!?! YOu lucky dog. I keep getting pebbles lol
Calatilla
09-08-2013, 02:06 AM
The plans to have other ways to get the naakual items is good provided it isn't also just a 1 shot deal. Adding more drop slots to existing ones will just exacerbate the problem though
Adding more drop slots will just mean more synthesis materials, when SE say you're guaranteed a drop it just means 100% synthesis items.
Demon6324236
09-08-2013, 05:02 AM
The stupid thing about all of these systems for giving us drops is that just like VW & WoE, only the first item matters so far as the real rewards go, after that every single item you get is nothing but crafting items, and since everyone is getting the same junk, its never going to amount to anything.
Kouryuu
09-27-2013, 05:28 PM
Something really has to be done about the drop conditions for these, i just got my 6th 50k Bayld Pebble.. i have had 0 capes and 0 drops from my last 6 Hurkan runs. Why cant there be a KI exchange system, kind of like NNI, Kill it, get your KI, go exchange it for something you want. I have no issue with the farming Bayld part but getting a group together to do these things when you have less than 700 people on the server at any given time is no easy task and when you get nothing at the end of it, it makes it pointless doing it at all.
Sesono
09-28-2013, 11:51 PM
Something really has to be done about the drop conditions for these, i just got my 6th 50k Bayld Pebble.. i have had 0 capes and 0 drops from my last 6 Hurkan runs. Why cant there be a KI exchange system, kind of like NNI, Kill it, get your KI, go exchange it for something you want. I have no issue with the farming Bayld part but getting a group together to do these things when you have less than 700 people on the server at any given time is no easy task and when you get nothing at the end of it, it makes it pointless doing it at all.
Besides: There are still people out there who NEED these, but no one want to do them anymore because they dont get a reward. Foret de Hennetiel is like once in a month on Asura, Yumcax maybe twice because people hope they might get something... Achuka ist abandoned, Hurkan.. maybe twice a month too. If you really plan on doing these for the first time "now" ..you have to be online 24/7 because you might gonna miss it and then have to wait another month or 2 ..
Thats the facts + very poor loot / rewards = abandoned WSR and very unhappy Players
Afania
09-29-2013, 07:22 PM
Besides: There are still people out there who NEED these, but no one want to do them anymore because they dont get a reward. Foret de Hennetiel is like once in a month on Asura, Yumcax maybe twice because people hope they might get something... Achuka ist abandoned, Hurkan.. maybe twice a month too. If you really plan on doing these for the first time "now" ..you have to be online 24/7 because you might gonna miss it and then have to wait another month or 2 ..
Thats the facts + very poor loot / rewards = abandoned WSR and very unhappy Players
I think more ppl would be willing to do WKR or help other's WKR if KI isn't that expensive. Make KI free, you'd see players do WKR for bayld.
Kouryuu
09-30-2013, 05:22 PM
help other's
People do this?
Soraishin
10-01-2013, 12:48 PM
i think the problem lies with maybe they think their servers are still decently populated not realizing a 3rd of the people in most city zones are mules. need a merger and more incentive to wanna waste more hours on not worthwhile events
Babekeke
10-02-2013, 05:41 AM
i think the problem lies with maybe they think their servers are still decently populated not realizing a 3rd of the people in most city zones are mules. need a merger and more incentive to wanna waste more hours on not worthwhile events
And a 3rd of the people not in cities are fish-bots, that SE has completely failed to do anything about.
Babekeke
10-02-2013, 05:52 AM
Something really has to be done about the drop conditions for these, i just got my 6th 50k Bayld Pebble.. i have had 0 capes and 0 drops from my last 6 Hurkan runs. Why cant there be a KI exchange system, kind of like NNI, Kill it, get your KI, go exchange it for something you want. I have no issue with the farming Bayld part but getting a group together to do these things when you have less than 700 people on the server at any given time is no easy task and when you get nothing at the end of it, it makes it pointless doing it at all.
The last Hurkan we did, 2/3 of the tells from /yelling for players to join, resulted in "let me know when it's at 50%" or "I just need win, can you tell me when it's at 10%".
Unfortunately, not everyone just wanted to AFK. I'd say that the first 10-20% when there was just 10 ppl went much smoother than the rest of the fight when there were a load of idiots turned up, MPKing adds onto the SMNs etc. etc.
And please, if you're going to do this on PUP, learn how to shed your enmity before you choose to run in for WS now and again. Getting enmity, then standing with the mages and wondering why NM keeps coming over and 1-shotting the mages is bad.
Kouryuu
10-03-2013, 12:29 AM
i just done my 8th kill on Hurkan. but get this.. i didnt get a pebble!!!! i got a darksteel ore!!! 8 kills, no axe, no capes.. just crap. Sad thing is.. i know damned well there are people out there doing the exact same thing or worse.
Babekeke
10-03-2013, 02:35 PM
Killed Hurkan again last night with 12 people in our alliance, and maybe a couple of stragglers that came later and didn't ask for an invite. 3 x PLD, 2 of whom had Aegis. Easy fight took less than 2 hours. (1:30-1:45)
FrankReynolds
10-06-2013, 10:28 PM
Killed Hurkan again last night with 12 people in our alliance, and maybe a couple of stragglers that came later and didn't ask for an invite. 3 x PLD, 2 of whom had Aegis. Easy fight took less than 2 hours. (1:30-1:45)
Congratulations. You hit the lottery. Go buy an island or something.
Babekeke
10-07-2013, 02:29 PM
Congratulations. You hit the lottery. Go buy an island or something.
I just put it there just to show that you don't need a million people to spam this. It's not that hard, and we didn't even bother with his aura. Colonisation rate was at 100% though, which helps immensely.
Yumcax yesterday with 26% CR absolutely sucked.
But thanks for your incredibly useful comment^^
FrankReynolds
10-09-2013, 12:47 PM
I just put it there just to show that you don't need a million people to spam this. It's not that hard, and we didn't even bother with his aura. Colonisation rate was at 100% though, which helps immensely.
Yumcax yesterday with 26% CR absolutely sucked.
But thanks for your incredibly useful comment^^
It was about as useful as yours. You basically popped in and said "I'm lucky and you're not...". Did you really expect to start some meaningful dialect with that?
Demon6324236
10-09-2013, 02:00 PM
Her post was more like 'I lowmaned it a few days ago, so if you want your gear, its possible so long as idiots don't mess it up for you' but that's just my take on it.
Camate
10-23-2013, 04:12 AM
Greetings, everyone.
We understand that wildskeeper reives have been a big topic on the forums for quite some time now and we are please to share that in the November version update we will be making quite a few adjustments to the system. Please read the details of the plans below from Akihiko Matsui.
Matsui here.
I'd like to inform you all of the adjustments that will be made to wildskeeper reives during the November version update.
Addition of new wildskeeper reives
In the November version update new areas will be added and new Naakuals will be introduced. These new Naakuals will be the same content level (16) as the wildskeeper reives for Marjami Ravine and Yorcia Weald.
Readjustments to content level for existing wildskeeper reives
As the wildskeeper reives for Ceizak Battlegrounds, Foret de Hennetiel, and Morimar Basalt Fields were implemented at the start, the content level and item level for the rewards are comparatively lower.
Currently, the attractiveness of the rewards for these reives is being stolen away by the addition of Bayld items with high item levels, so we will be increasing the content level of these wildskeeper reives to match that of Marjami Ravine and Yorcia Weald (content level 16) and we will be adding new rewards.
Easing of participation requirements
As the nature of wildskeeper reives is content where a large amount of players challenged a powerful monster, we would like to make it easier to participate in this content and we will standardizing the Bayld required to participate for all wildskeeper reives. Additionally we will be lowering the amount needed.
Also, in order to make it so coalition ranks and fame have larger effects on the reduction of the Bayld cost, we will be adjusting the reduction table.
*The final reduction rate will be the same as it is now (50%), but we will be adjusting the rates for ranks and fame so lower ranks and fame will still largely reduce the cost.
Reward item additions and changes
The reward items for the current wildskeeper reives are mostly rare/ex, and in the case you already possess an item it will appear as if you received nothing if the same item drops for you again.
To eliminate this and make it so every time you participate you receive a reward, we will be adding new accessories that are not rare/ex, the job specific back pieces you can obtain from Marjami Ravine and Yorcia Weald reives, and other items as new rewards.
Also, we will be removing certain material items from the reward list and swapping in magic scrolls amongst other drop item changes and adjustments.
Adjustments to the weakening of Naakuals through the colonization rate
Currently, certain wildskeeper reive battles can be very long because the colonization rate for the respective area is low making it difficult to fight the Naakual, so we will be adjusting the weakening of Naakuals through colonization rate. To give you a specific example, we will be making adjustments so their strength is what it would be currently at an 80% colonization rate when it's at 40%.
The development team has been looking into the requests we’ve received to add a method to guarantee item acquisition depending on the number of times you fight. However, considering the amount of people that are needed to participate in a wildskeeper reive, if we were to introduce a system like this that would allow you obtain a certain item by repeating the battle, we would have to set the number of battles quite high, and this would not get rid of the dissatisfaction about rewards while doing wildskeeper reives. Therefore, we decided to hold off on implementing this.
Instead of making wildskeeper reives content where you continue to do it aiming for certain equipment, we are striving to make this content casual in style where you can receive some kind of reward for participating by removing the barriers and making it easier to repeat. We will continue to make adjustments to this content moving forward as well.
Zhronne
10-23-2013, 04:31 AM
Making the "trade 3 Wildkeepers Reive KIs = pick an item of your choices" repeatable once per week would be a good choice and balanced because of the once per week limit.
You guys should seriously re-think about adding this possibility instead of making it only a one-time reward from the Celennia Memorial Library.
larrymc
10-23-2013, 07:06 AM
Instead of making wildskeeper reives content where you continue to do it aiming for certain equipment, we are striving to make this content casual in style where you can receive some kind of reward for participating by removing the barriers and making it easier to repeat. We will continue to make adjustments to this content moving forward as well.
Make WK reives drop pouches of Heavy metal plates, riftcinder, riftdross, etc. - would make them worth repeating.
Tennotsukai
10-23-2013, 08:11 AM
Make WK reives drop pouches of Heavy metal plates, riftcinder, riftdross, etc. - would make them worth repeating.
Holy crap, yes!! I know it's going to be nice to see a semi revival of vw with weapon revamps, but it will also be nice to have another option than vw.
dasva
10-23-2013, 10:04 AM
Yeah the whole adding more drops to the pool doesn't fix the probably it actually makes it worse for the item you are trying to get if they share a slot. A simple reroll if it comes out to an item you have would be the best fix
Neither does making some of hte new drops no ra/ex unless you make them sellable.
detlef
10-23-2013, 11:11 AM
Yeah, what's the point of being able to hold two of the same piece of gear (aside from dual-wieldable weapons)?
Rwolf
10-23-2013, 02:14 PM
Yeah, what's the point of being able to hold two of the same piece of gear (aside from dual-wieldable weapons)?
I've re-read it a few times now. I don't see anything saying they are removing the rare/ex tag off naakaul gear. They did say they are adding new accessories that are not rare/ex.
To eliminate this and make it so every time you participate you receive a reward, we will be adding new accessories that are not rare/ex, the job specific back pieces you can obtain from Marjami Ravine and Yorcia Weald reives, and other items as new rewards.
Also, we will be removing certain material items from the reward list and swapping in magic scrolls amongst other drop item changes and adjustments.
predatory
10-23-2013, 02:31 PM
I think this is a good thing, I've stated in other threads how much I love WKRs and this just makes it that much better. we criticize SE for everything they do bad in the game, I think they deserve a high five when they get something right, and this is definitely getting something right, especially after fucking so much shit up with this expansion to date
detlef
10-23-2013, 03:15 PM
I've re-read it a few times now. I don't see anything saying they are removing the rare/ex tag off naakaul gear. They did say they are adding new accessories that are not rare/ex.That's a fair point. I was going off an earlier translation of Matsui's post that specifically stated that the rare attribute would be removed.
Snprphnx
10-23-2013, 10:28 PM
can't we already obtain the JSE capes off Hurkan and Yumcax?
dasva
10-23-2013, 10:56 PM
I've re-read it a few times now. I don't see anything saying they are removing the rare/ex tag off naakaul gear. They did say they are adding new accessories that are not rare/ex.
An earlier translation said it... and sometimes player translations of jp are better than the official english translation. That said either way the point still stands. Unless they make them sellable what is the point of making these new accessories non ra/ex?
FrankReynolds
10-23-2013, 11:34 PM
An earlier translation said it... and sometimes player translations of jp are better than the official english translation. That said either way the point still stands. Unless they make them sellable what is the point of making these new accessories non ra/ex?
Why? So you can send them to your mules and get more of them of course! lol
Rwolf
10-24-2013, 04:46 AM
An earlier translation said it... and sometimes player translations of jp are better than the official english translation. That said either way the point still stands. Unless they make them sellable what is the point of making these new accessories non ra/ex?
Not sure why you're jumping in to defend his post. I just said I don't see in the announcement after re-reading it.
If it was a player translation, I would personally ask confirmation first before assuming the community reps are fail for not mentioning it. Not flaming anyone, just saying my point was very valid.
Kuroganashi
10-24-2013, 05:52 PM
on Wiki / BG Wiki / GE says that at least 1 Drop is (G) however I been 0/7 on Marj HEAD :X
How and why ? there are only 6 items (either a Glitch or something Very odd going on)
Kouryuu
10-25-2013, 12:13 AM
on Wiki / BG Wiki / GE says that at least 1 Drop is (G) however I been 0/7 on Marj HEAD :X
How and why ? there are only 6 items (either a Glitch or something Very odd going on)
I'm now 0/12 from this guy.
dasva
10-26-2013, 03:09 PM
Not sure why you're jumping in to defend his post. I just said I don't see in the announcement after re-reading it.
If it was a player translation, I would personally ask confirmation first before assuming the community reps are fail for not mentioning it. Not flaming anyone, just saying my point was very valid.
Just explaining why he thought that and that how it could still really be either way given how there has been times in the past where player translations have been more accurate then rep one since they are really just doing the same thing just the rep has the ability to go back and ask people. They probably aren't removing the rare tag from current naakaul gear but in the end it wont make a difference to the problem behind getting the drops wether they do or not unless they make them trade/sellable
Helldemon
11-01-2013, 07:02 AM
Maybe they will be adding these items to an additional slot so it's not taking up the same space as the ra/ex stuff?
Rwolf
11-01-2013, 03:07 PM
Just explaining why he thought that and that how it could still really be either way given how there has been times in the past where player translations have been more accurate then rep one since they are really just doing the same thing just the rep has the ability to go back and ask people.
Then my apologies if you're genuinely just explaining. It didn't come off that way since he already explained in his reply post hours earlier before yours that he read an earlier translation. It came off very defensive to reiterate the statement as though it needed emphasis.
Kaeviathan
11-06-2013, 08:47 AM
Just done a WK reive in Marjami Ravine for the first time after the update. I only got rewarded a Velk Necklace. I thought this issue was fixed with the addition of new accessories, capes, and other items as new rewards.
detlef
11-07-2013, 05:25 PM
I don't think you're guaranteed one. I generally have gotten accessories or capes, but 1-2 times I've gotten nothing.
However, I have to say that I really like the changes that have been made. The fights are much shorter and it's possible to hit multiple zones consecutively rather than have each run take up an entire evening or more. Also, I think people are very interested in RME upgrade items. This is how it should have been all along, quicker fights that are friendlier to the playerbase. Not only that, 15k is a very reasonable cost too.
My one suggestion would be to please make RME items just slightly more common so that people have a fairly good chance of getting one. By good, I mean something in the range of 33-50% or so. This'll keep people coming back even when they cap out on gear.
Overall, I'm pretty impressed with this update. As I mentioned, I hope that the RME upgrade item drop rate is adjusted slightly so that people will keep showing up.
detlef
11-09-2013, 04:28 AM
Having done some more WKR since my last post, I just wanted to add that on their own, the accessories that were added to the BCs will not be enough to keep participation up. There are few standout pieces, but most of them will dip to under well under 100k each within the next few days.
I am enjoying the recent surge in server activity and participation and I hope SE can keep the momentum going.
Celoria
11-09-2013, 04:50 PM
I think there needs to be some kind of nerf to magic damage, I am running around all over in wildskeeper reives trying to kill something but by the time I get even so much as halfway to a mob it dies from mages spamming stone or stonega. The damage is way too high for the mp cost and the recast time, they don't have to move one inch in order to kill something but the melee have to run across the map to maybe get lucky and hit it once. Can we get a magic damage nerf or maybe a massive increase to the hp of the lesser mobs? This is stupid I have been in a zone now for over 2 hours fighting the lion and only made 10k bayld due to the mages being able to kill with 4 mp cost (not to mention refresh gear makes it bottomless pit of mp) and extremely low recast while I am running all over the place trying to actually do something.
Lets not forget that the Nuakaal's outside of the lion can die in under 3 minutes now. So if you get in a hair too late you miss out on rewards, exp and bayld.
Personally I don't want to have to level jobs I don't like just to participate in wildskeeper reives til I get the one or 2 drops I want. Spend all the time leveling a job, getting gear for it, skilling it up and then get a few WKR runs in and it is a job I will never be on again.
Babekeke
11-10-2013, 04:36 AM
This is stupid I have been in a zone now for over 2 hours fighting the lion and only made 10k bayld due to the mages being able to kill with 4 mp cost (not to mention refresh gear makes it bottomless pit of mp) and extremely low recast while I am running all over the place trying to actually do something.
While I completely agree with all that you've said, did you know that you can get 250 exp/bayld per eval just by hitting the Lion in the rear for 0 per hit? If you're on a twilight set job, might as well keep them on for the occasional 3k 1-shot TP move, though it seems to use it infrequently. Easy bayld and qualifies you for a reward, and you can practically AFK.
Mages had it tough during the whole ToAU period, so might as well give them a break now that it's working in their favour. Let them kill the trash while we leech on the boss. If you don't have PLD or COR there's not really much you can do to help anyway. Not until the colonisation rate increases, at least.
Sapphires
11-10-2013, 10:03 AM
I think there needs to be some kind of nerf to magic damage, I am running around all over in wildskeeper reives trying to kill something but by the time I get even so much as halfway to a mob it dies from mages spamming stone or stonega.
This x1000.
I came back from a break and went to a Tchakka
It died in under 5 minutes
under 5 minutes.
I came on a melee job, everything was nuked and killed right when it spawned, its ridiculous how these went from too hard to decent 30 minute fights where you needed melees to help kill adds to protect the mages to this claim+nuke+easymode joke.
You need to add -DT based on the number of people engaging the mob or something to draw the fight out a bit, this whole faceroll your way to victory makes these things a joke now.
Whats worse is that you put RME upgrades as a potential lootpool item from these so people are trying their damn hardest to get good evaluations to be eligible, and with fights so easy and short its impossible unless you come certain jobs.
Rwolf
11-10-2013, 07:00 PM
I am afraid at this rate some type of magic nerf might happen just from sheer complaints of how hard it is for non nuking jobs. Though I think the issue is simple since it really only affects Wildskeeper Reives. They should implement a system similar to how Abyssea mobs work. Where monsters have a level variance level depending on who kills it. Maybe depending on how long it was alive upon spawn dictates what level it respawns as. Despawns to normal levels after not being killed for a certain amount of time. I'd be ok with that. Elemental magic gets to keep it's update and everyone is able to participate since the mobs wouldn't die as fast or would be more threatening for a mage to balance survival.
Karah
11-11-2013, 07:32 AM
Wildskeeper Reives still suck.
32nd Hurkan, still no hat. Complete and utter failure on your parts.
But I do love all my pebbles I continually obtain, so, thanks for that.
And who's bright idea was it to revamp the old Wildskeepers with completely random stats that partially beat delve boss drops?
Redryno
11-11-2013, 07:53 AM
The WKR are hot now, there are 100+ people in there and they will go fast. The issue (in one) is there aren't enough Cor so people come Blm to nuke the fodder, when the Col rate goes up i'm sure it will start to go as fast as the other WKR. IMO making the monsters harder or making it so Blm do less damage will hurt WKR when all the hype dies down.
How is it people are so lazy they won't take 8-10hrs to lvl a job 1-99?
Rwolf
11-11-2013, 08:41 AM
IMO making the monsters harder or making it so Blm do less damage will hurt WKR when all the hype dies down.
How is it people are so lazy they won't take 8-10hrs to lvl a job 1-99?
That's why I said the WKR mobs should despawn back to normal levels after not being killed immediately. Which already happens in abyssea if they aren't killed for a certain period of time after their level is increased. Speed up that same process for Wildskeeper Reives and you have a flexible event that can accomodate large 100+ groups. It has nothing to do with being lazy to level BLM for Wildskeeper Reives and in the grand scheme of things no one should have to be forced to do so.
Separate suggestion for Wildskeeper Reive is making fighting the Naakaul count for more per evaluation. It's very easy to cap bayld on fighting adds but if solely on the team helping damage the Naakaul, its possible but harder to cap depending on the length of the fight.
Celoria
11-11-2013, 08:55 AM
The WKR are hot now, there are 100+ people in there and they will go fast. The issue (in one) is there aren't enough Cor so people come Blm to nuke the fodder, when the Col rate goes up i'm sure it will start to go as fast as the other WKR. IMO making the monsters harder or making it so Blm do less damage will hurt WKR when all the hype dies down.
How is it people are so lazy they won't take 8-10hrs to lvl a job 1-99?
I completely disagree, there needs to be some form of adjustment plan and simple. Sorry but I won't take the time it takes to lvl a job from 1-30 outside abyssea (which takes nearly 8 hours alone due to nobody doing exp anymore.) then sit and hope for 4-5 days that I can get enough people for an abyssea party where I can key/leech, then go off and skill the job, then spend the time for the merits, fighting to get people in abyssea long enough for a party to last more than 30 merits worth of exp and furthermore find the gear for the job to be ready for the one thing I would use the job for. A 10-45 minute fight 1 or 2 times a day if I am lucky, that means it still doesn't have to interfere with my delve ls.
Not a practical idea just because you have chosen to like or use one job doesn't mean everyone needs to conform to your ideas and be like you. Lazy? No, logical? Yes.
As for the ToAU content and mages having it rough, I remember I was there, I also remember blm got it made when the blm burn party's came out on Xarcabard (S). Every job has had its time to shine moments. Every job has had its low end. However I think this is a time that all jobs should be useful. This 4 jobs being useful is getting old, pld, cor, whm and blm only.... Kinda needs some form of adjustment.
Now I saw the 250 bayld/exp per eval idea. Great idea if I wanted to sit there and lose exp and spend 2 hours at the lion weakend, not to mention this is a new account, (my old one was hacked) which means I still have yet to get all my wins for shinryu. Even still, not practical to sit there and just die over and over to get a reward.
Redryno
11-11-2013, 09:06 AM
They aren't forcing us to lvl blm (maybe cor) they are forcing us to get the Col Rate up, once its up people will be attacking the lion and all the WKR will go fast.
Separate suggestion for Wildskeeper Reive is making fighting the Naakaul count for more per evaluation. It's very easy to cap bayld on fighting adds but if solely on the team helping damage the Naakaul, its possible but harder to cap depending on the length of the fight.
I like this but some of the Naakaul die in 15 min or so and I think this would just cause issues (hate issues, aggro and so on).
Karah
11-11-2013, 09:13 AM
I completely disagree, there needs to be some form of adjustment plan and simple. Sorry but I won't take the time it takes to lvl a job from 1-30 outside abyssea (which takes nearly 8 hours alone due to nobody doing exp anymore.)
What!!? If it takes you more than maybe 3 hours to get level 30... you're clueless. Which is nothing compared to the days it used to take even @ 10 hours.
Any, on topic, WKR still suck. I want the hat already, 32 is enough I think personally.
Library quest needs to be repeatable. Period.
And 100% R/M/E item.
Redryno
11-11-2013, 09:23 AM
I completely disagree, there needs to be some form of adjustment plan and simple. Sorry but I won't take the time it takes to lvl a job from 1-30 outside abyssea (which takes nearly 8 hours alone due to nobody doing exp anymore.) then sit and hope for 4-5 days that I can get enough people for an abyssea party where I can key/leech, then go off and skill the job, then spend the time for the merits, fighting to get people in abyssea long enough for a party to last more than 30 merits worth of exp and furthermore find the gear for the job to be ready for the one thing I would use the job for. A 10-45 minute fight 1 or 2 times a day if I am lucky, that means it still doesn't have to interfere with my delve ls.
Not a practical idea just because you have chosen to like or use one job doesn't mean everyone needs to conform to your ideas and be like you. Lazy? No, logical? Yes.
As for the ToAU content and mages having it rough, I remember I was there, I also remember blm got it made when the blm burn party's came out on Xarcabard (S). Every job has had its time to shine moments. Every job has had its low end. However I think this is a time that all jobs should be useful. This 4 jobs being useful is getting old, pld, cor, whm and blm only.... Kinda needs some form of adjustment.
Now I saw the 250 bayld/exp per eval idea. Great idea if I wanted to sit there and lose exp and spend 2 hours at the lion weakend, not to mention this is a new account, (my old one was hacked) which means I still have yet to get all my wins for shinryu. Even still, not practical to sit there and just die over and over to get a reward.
If you get lvl 13 and grab one of your delve ls buddies to do pages for you it shouldn't take you more then 2-3 hrs to get from 1 to 30. 2-3 delve DD or blm can keep the whole dom ops camp dead (maybe just one) in 5-7 hrs you can get 99+ 30 merits. Skill ups come easy with rings and food, takes a few days to cap skill.
You don't have to conform and lvl what jobs are needed to get the job done, but it is easier for you to get these things done when you do.
Rwolf
11-11-2013, 10:40 AM
They aren't forcing us to lvl blm (maybe cor) they are forcing us to get the Col Rate up, once its up people will be attacking the lion and all the WKR will go fast.
In regard to Kumhau (Kamihr Drifs Wildskeeper Reive) the colonization rate isn't up but it's not about just Kumhau. All of the Colonization Reives are filled with BLMs because with so many mages it's hard, almost impossible to melee. Granted yes part of this is due to the popularity of Wildskeeper Reives but it won't go away immediately. With all the new drops it'll take awhile for most to get what they wanted + some of the most desired pieces are not exclusive, allowing you to sell them. Kumhau's accessory drops especially. We also still have one more naakaul to come.
I'd rather they do something now to make it enjoyable to the masses instead of saying wait for it to die out or go BLM if you're having trouble. Having the adds respawn higher level depending on time spent alive doesn't penalize anyone. All it ensures is regardless of the size of the reive, players can participate. If it was 50 people instead of 200 then the adds wouldn't increase in level because they aren't dying quickly enough.
I like this but some of the Naakaul die in 15 min or so and I think this would just cause issues (hate issues, aggro and so on).
How would increasing the evaluation points for fighting the Naakaul cause hate issues? Would you mind elaborating? If my last post sounded confusing as in saying increase damage on Naakauls then I apologize. I am saying that doing actions on the Naakaul should have bonus evaluation points, not increased damage to the Naakaul. Not enough to say you need to damage the Naakaul or you won't get good evaluations, but enough to balance it out. Even at high colonization rate, it's harder to cap because the Naakaul has higher defense/stats than the adds. Making it harder to get evaluation points.
Karah
11-11-2013, 11:32 AM
34 Hurkans, still no GD hat.
Demon6324236
11-11-2013, 01:33 PM
I think there needs to be some kind of nerf to magic damageStarting off right here alone. Lets not do that. Nuking as a whole has been completely trash compared to any other job's DPS since the beginning of Abyssea, and its crazy gear, they just finally made mages worth playing again in a damage aspect, just finally made nuking good enough to care, and now you are talking about nerfing it? No. Bad idea right off the bat. It needs to stay how it is, or in all honesty, it needs more upgrades, because its not enough to be brought as a DD to anything outside of WKs and Skirmish still.
I am running around all over in wildskeeper reives trying to kill something but by the time I get even so much as halfway to a mob it dies from mages spamming stone or stonega.This is why the melee jobs should fight the boss, with a party and a healer, if you do not get an invite form a party yourself, I do not know about your server but on Phoenix we often have tons of people standing outside of parties just waiting for an invite, curing or fighting/DNC till they get a party to form up with.
The damage is way too high for the mp cost and the recast time, they don't have to move one inch in order to kill something but the melee have to run across the map to maybe get lucky and hit it once.I am a RDM, I can confirm on behalf of all mages that yes, we have to move to get to targets, I do not teleport around the area until I have a mob in range, unless you mean people who stand in 1 spot and wait for something to pop near them, in which case yeah, they stand there, again, fight the boss, and slap the people standing there not helping between mob spawns.
Can we get a magic damage nerf or maybe a massive increase to the hp of the lesser mobs? This is stupid I have been in a zone now for over 2 hours fighting the lion and only made 10k bayld due to the mages being able to kill with 4 mp cost (not to mention refresh gear makes it bottomless pit of mp) and extremely low recast while I am running all over the place trying to actually do something.Them nuking is not doing something? Sorry, I forgot how much more work it takes a DD to hit attack and auto attack a mob while their healer cures them and they throw down a few WSs compared to a mage having to pick their spell each time they cast, and making sure they are not AoEing themselves to death by pulling to much hate. In honesty, neither are hard, do not make it sound like your 'trying to actually do something' is any more or less than that of a mage. This is a single event where BLMs do well in, the only other being Skirmish and for the same reason, because they do not have to chase a mob, they can cast from a distance and hit it as it moves, as well as kill it quickly. If you nerf nuking you only screw over the job once again and make BLM worthless for all but procs, as it was before and should have never been.
Lets not forget that the Nuakaal's outside of the lion can die in under 3 minutes now. So if you get in a hair too late you miss out on rewards, exp and bayld.For that you can blame the SMNs and their new SP which allows them insane DMG. Does not need nerfed either, another job unloved which finally is getting somewhere in being useful, just like PLD in WKs.
Personally I don't want to have to level jobs I don't like just to participate in wildskeeper reives til I get the one or 2 drops I want. Spend all the time leveling a job, getting gear for it, skilling it up and then get a few WKR runs in and it is a job I will never be on again.Hit the boss, you will be fine, if that's not good enough, wait till popularity dies down and less people do them, enough to win, but not enough to kill everything before you touch it, problem solves. Nerfing elemental magic is short sighted and damaging to not only a job's only real use, but also an entire form of damage as a whole.
I completely agree with all that you've saidIt disappoints me you agree with such a post. I agree something should be done to allow melee jobs to get rewards more easily than suicidal attacks on the boss, but I will never agree that after all of the time BLM has been worthless as elemental magic as a whole has, that it should now be nerfed when its finally nearing a point of being good finally.
I am afraid at this rate some type of magic nerf might happen just from sheer complaints of how hard it is for non nuking jobs. Though I think the issue is simple since it really only affects Wildskeeper Reives. They should implement a system similar to how Abyssea mobs work. Where monsters have a level variance level depending on who kills it. Maybe depending on how long it was alive upon spawn dictates what level it respawns as. Despawns to normal levels after not being killed for a certain amount of time. I'd be ok with that. Elemental magic gets to keep it's update and everyone is able to participate since the mobs wouldn't die as fast or would be more threatening for a mage to balance survival.If possible this is the ideal update for it since it would be best for all. No one is nerfed, everyone has an easier time getting rewards, and so on.
Wildskeeper Reives still suck.
32nd Hurkan, still no hat. Complete and utter failure on your parts.
But I do love all my pebbles I continually obtain, so, thanks for that.
And who's bright idea was it to revamp the old Wildskeepers with completely random stats that partially beat delve boss drops?They never said you would be getting your drops 100% of the time, you are doing Hurkan still, its faster than ever before, and there are other drops which were added. If you are only getting pebbles and drops of the same sort, then your doing something wrong, I have been doing quite a few WKs, everyone I have participated in has rewarded me with 3 or 4 items, each time I got an item from the WK, a cape, and a craft item or occasionally an extra item such as the Earring from the new WK, the 4th is when you come across the old WKs which now drop 115 items. As for those, they were added to balance the levels of all WKs, though personally I think they should have just upgraded the old versions of the WK weapons and left it at that, been better for all.
Karah
11-11-2013, 02:06 PM
The RNG re-rolled me the bullet, 33 times.
I have all 22 jse capes.
I have every single new cape/ring/neck already.
the ONLY thing that drops to me every single hurkan is pebble. or log. or velk mask. or saffron.
I'm fully aware of "random chance" and mathematics.
It's bulls***. Straight up and down.
Demon6324236
11-11-2013, 02:26 PM
Wait~ a minute. The update was the 4th, assuming instant kills, the 3 hour repop would mean it only spawned a total of around 50 times and that's assuming instant kills. If you have actually killed it 33 times since the update you would have had to basically do it every time it repopped and had hardly any time between them as well as having slept through a max of probably 15 of them throughout the last 6 and a half days. I doubt that, but moving on, if you did, I would say call a GM or something because that seems like a real issue, not so much a matter of luck. Past that, I have to say you experience the very reason I refused to use my free item till I had every other item I wanted, which I basically do now except Hurkan boots, but I wasted my freebie on the Cure Club by accident which I also wanted, so oh well.
Karah
11-11-2013, 02:33 PM
You understand the difference between a TOTAL and a total since the last update? Shocker, hurkan has existed long enough to be killed 500 times.
*Edit* 35th Hurkan
http://i40.tinypic.com/rmtyx5.png
Demon6324236
11-11-2013, 03:19 PM
Well only the total since the update matters if your saying they still suck. I can say Yumcax still sucks, but you know what, I fought him 1 time, didn't get my head, my sample size is nothing, saying he still sucks based off such a small experience is stupid and meaningless. If you want to provide numbers, provide numbers based on the amount of fights after the update before you claim the battles are still so horribly flawed, otherwise your fusing data from two different instances which may or may not show very different things.
tl;dr How many you killed in total doesn't matter, only how many you killed since the update, which you failed to list apparently.
Karah
11-11-2013, 03:28 PM
Was bad > still bad, no difference.
Celoria
11-11-2013, 03:49 PM
Starting off right here alone. Lets not do that. Nuking as a whole has been completely trash compared to any other job's DPS since the beginning of Abyssea, and its crazy gear, they just finally made mages worth playing again in a damage aspect, just finally made nuking good enough to care, and now you are talking about nerfing it? No. Bad idea right off the bat. It needs to stay how it is, or in all honesty, it needs more upgrades, because its not enough to be brought as a DD to anything outside of WKs and Skirmish still.
This is why the melee jobs should fight the boss, with a party and a healer, if you do not get an invite form a party yourself, I do not know about your server but on Phoenix we often have tons of people standing outside of parties just waiting for an invite, curing or fighting/DNC till they get a party to form up with.
I am a RDM, I can confirm on behalf of all mages that yes, we have to move to get to targets, I do not teleport around the area until I have a mob in range, unless you mean people who stand in 1 spot and wait for something to pop near them, in which case yeah, they stand there, again, fight the boss, and slap the people standing there not helping between mob spawns.
Them nuking is not doing something? Sorry, I forgot how much more work it takes a DD to hit attack and auto attack a mob while their healer cures them and they throw down a few WSs compared to a mage having to pick their spell each time they cast, and making sure they are not AoEing themselves to death by pulling to much hate. In honesty, neither are hard, do not make it sound like your 'trying to actually do something' is any more or less than that of a mage. This is a single event where BLMs do well in, the only other being Skirmish and for the same reason, because they do not have to chase a mob, they can cast from a distance and hit it as it moves, as well as kill it quickly. If you nerf nuking you only screw over the job once again and make BLM worthless for all but procs, as it was before and should have never been.
For that you can blame the SMNs and their new SP which allows them insane DMG. Does not need nerfed either, another job unloved which finally is getting somewhere in being useful, just like PLD in WKs.
Hit the boss, you will be fine, if that's not good enough, wait till popularity dies down and less people do them, enough to win, but not enough to kill everything before you touch it, problem solves. Nerfing elemental magic is short sighted and damaging to not only a job's only real use, but also an entire form of damage as a whole.
It disappoints me you agree with such a post. I agree something should be done to allow melee jobs to get rewards more easily than suicidal attacks on the boss, but I will never agree that after all of the time BLM has been worthless as elemental magic as a whole has, that it should now be nerfed when its finally nearing a point of being good finally.
If possible this is the ideal update for it since it would be best for all. No one is nerfed, everyone has an easier time getting rewards, and so on.
They never said you would be getting your drops 100% of the time, you are doing Hurkan still, its faster than ever before, and there are other drops which were added. If you are only getting pebbles and drops of the same sort, then your doing something wrong, I have been doing quite a few WKs, everyone I have participated in has rewarded me with 3 or 4 items, each time I got an item from the WK, a cape, and a craft item or occasionally an extra item such as the Earring from the new WK, the 4th is when you come across the old WKs which now drop 115 items. As for those, they were added to balance the levels of all WKs, though personally I think they should have just upgraded the old versions of the WK weapons and left it at that, been better for all.
Sorry I had to laugh at everything you said here.
Again, blm do way too much dmg for anyone else to attack, making the nerf necessary.
Your next brilliant comment, melee attack the boss, for what.... 0 damage due to ridiculously low colo rate.
You said rdm has to move to kill, no they don't and yes I meant they stand in one spot and spam on repops. Meaning no chance for melee to attack.
You forgot how hard it was for a melee to hit attack and auto attack? Would be a great idea if the mobs didn't die before a weapon was drawn.
Run around slapping people that aren't helping between pops, that seem like a very good idea, I wonder why I didn't know that slapping people will automatically
force them to help out on boss between pops.
Blm has been screwed over too many times, I think I actually heard a tear for an invalid debate there. Blm has abyssea, skirmish, voidwatch and wkr. Not to mention blm was the first major burn party group. Yes blm has been screwed over so hard........
Blame smn's for dealing too much dmg for nukaal's dying too fast? No blame smn's for taking up too much framerate and annoying the shit out of all the players with their stupid ass avatar's. Cor parties will far surpass any smn's out there. Sorry but infinite quick draw will win. Furthermore on the Nakuul's that die stupid fast it isn't even the cor's it is people zerging the piss out of them with delve weapons.
Again you said hit the boss, well here we go again, hit..... for.... zero's......
So we either get in 2 minutes late to a 3 minute fight that is zerged by delve weapon jobs, or you stand around chasing mobs as they die faster than you can target on the wkr you can't zerg due to blm's camping and spamming stone for 1k+ dmg per 4mp, that has a stupid low cast time and recast with countless refresh gear making them an bottomless pit of dmg that nobody can compare too.
So lets keep your biased opinion out of this debate because you obviously have no concept of balance.
Karah
11-11-2013, 03:55 PM
Treasures
Currently, in addition to obtaining rewards directly from defeating a Naakual, it's possible to obtain an item of your choice after fulfilling certain requirements for the Celennia Memorial Library. However, we'll be adding yet another way to obtain Naakual items by fulfilling requirements in content that is to be added in the future.
We'll also be adding geomancy and other magic scrolls, coupons you can use to exchange for Bayld, and other items that have a bit more value to the current material slot.
Where's this update at, posted 3 months ago? You did follow through and add things of actual "value" yet, still no "other method" of obtaining wanted drops, nor bayld coupons.
Demon6324236
11-11-2013, 09:57 PM
Was bad > still bad, no difference.Except, you have no real data to say its no different. Your saying its still bad is hardly a fair statement if your experience since the update is nearly non-existent.
Redryno
11-11-2013, 09:59 PM
How would increasing the evaluation points for fighting the Naakaul cause hate issues? Would you mind elaborating? If my last post sounded confusing as in saying increase damage on Naakauls then I apologize. I am saying that doing actions on the Naakaul should have bonus evaluation points, not increased damage to the Naakaul. Not enough to say you need to damage the Naakaul or you won't get good evaluations, but enough to balance it out. Even at high colonization rate, it's harder to cap because the Naakaul has higher defense/stats than the adds. Making it harder to get evaluation points.
I foresee that everyone in the zone will be attacking the Naakauls trying to get the "Bonus eval" witch could draw hate from the tank, also they may not kill any of the other monsters witch would lead to them aggressing players.
One thing i don't understand is why everyone thinks blm is the key, you could go rdm, whm, sch, rng, cor, blu and so on, these can get points from killing the fodder monsters or curing and raising. The blms i see are casting T3 spells on the monsters because anything with a longer cast time and you won't get it off before the monster is dead, a zone full of rdms or sch could do the same thing.
Maybe they should lock the WKR after 100 people get in (or 75, or 50), that way if you don't have the correct combo of jobs it will be a lot of work?
Demon6324236
11-11-2013, 10:15 PM
Sorry I had to laugh at everything you said here.
Again, blm do way too much dmg for anyone else to attack, making the nerf necessary.Except that is isn't, your just screwing over a job that has been nearly worthless for years just so you can be lazy and kill trash mobs for your rewards.
Your next brilliant comment, melee attack the boss, for what.... 0 damage due to ridiculously low colo rate.Oh, I'm sorry, I forgot, its mage's fault the Colo rate is low. No, all players are to blame, including you and every other person who goes to WKs on a melee job. If people were not so stupid as to go to WKs on day 1 expecting to win with not but BLMs, SMNs, and CORs, because they can not be bothered to spend a day getting the rate up, then perhaps this issue would not be an issue, but no, people do just that. If you want to complain about doing 0 DMG, how about you go solve that issue by making a party and killing Reives. You need map to find Reives? Here you are (http://wilddragonchase.blogspot.sg/p/ffxi-seekers-of-adoulin-colonization.html) all of Adoulin, and here is Kamihr (http://wilddragonchase.com/ffxi/kamihr.png). All maps made by Spira of Ragnarok, best maps you can find and the most detailed. Use them to your hearts content and take those Reives down, then you can deal actual damage to the boss and get your evaluations without killing an entire source of damage with unneeded nerfs.
You said rdm has to move to kill, no they don't and yes I meant they stand in one spot and spam on repops. Meaning no chance for melee to attack.
You forgot how hard it was for a melee to hit attack and auto attack? Would be a great idea if the mobs didn't die before a weapon was drawn.Except, again, fight the WK itself, or use Provoke to pull a mob, it will get to you, you can hit it some, yes, possible, saw it happening every time I have went to Kamihr WKs so far, someone on MNK or PLD pulling with Provoke and engaging as it ran, it died quickly, but they did attack it a time or two before hand.
Blm has been screwed over too many times, I think I actually heard a tear for an invalid debate there. Blm has abyssea, skirmish, voidwatch and wkr. Not to mention blm was the first major burn party group. Yes blm has been screwed over so hardBLM has Abyssea and VW only to the extent they are proc whores only, nothing more, Skirmish, because just like WKs they do not need to move, and WKs because, again, don't have to move, or be in AoE range. Need I run down how many events melee jobs have? If you want me to I will be glad to, sure as hell a lot more than those 4 whole events you think make BLM awesome. Also, BLM being good in the past, doesn't do jack for anything in the last few years. Same kind argument I hear about why RDM should suck today, because RDMs of years gone by were gods, now everyone who plays the job should suffer, no, that's nothing but idiocy.
Blame smn's for dealing too much dmg for nukaal's dying too fast? No blame smn's for taking up too much framerate and annoying the shit out of all the players with their stupid ass avatar's. Cor parties will far surpass any smn's out there. Sorry but infinite quick draw will win. Furthermore on the Nakuul's that die stupid fast it isn't even the cor's it is people zerging the piss out of them with delve weapons.Depends what WK you are talking about, the first 3 are weak and can be zerked with Delve weapons, the others have AoEs that will 1shot just about every DD in range and leave them on the ground, SMNs do a ton more DMG in that case, like Kamihr, because they have their SP2 they can spam for massive Magic Bloodpact DMG without getting close to the NM at all.
Again you said hit the boss, well here we go again, hit..... for.... zero's......You said hit for 0s, here we go again, do Reives rather than skipping what is meant to be a massively tied in part to the content. Why the hell do you think they tied Colo rates to WKs in the first place? So we could skip it anyways and throw CORs at it all day? You say you laugh at my post then say stupid things like this.
So lets keep your biased opinion out of this debate because you obviously have no concept of balance.And you do? You want to nerf a form of damage that still can not touch the damage of a WAR, DRK, SAM, or MNK, because of how magic damage is designed and how few buffs they get, because you cant hit things and are to lazy to do Reives before fighting the WKs. Yes, I understand how I have no sense of balance.
Karah
11-12-2013, 05:13 AM
Except, you have no real data to say its no different. Your saying its still bad is hardly a fair statement if your experience since the update is nearly non-existent.
Ok, well all already know you're a retard like your buddy who finally left. You don't read any, and you reply to every post just like he did.
So you can stop any time now. You never have anything of any value to input, just douchebaggery and wasted posts.
WKRs are still crap, bottom line. Never under any circumstance should your only reward be a "crafting item" unless it's of Scarletite or Ormolu caliber.
If you disagree with that, you don't deserve to post anymore. Bayld is not a reward.
Demon6324236
11-12-2013, 08:10 AM
No, Bayld alone is not, I never said it is. I have read everything you said, and you never provided a number of fights after the update which you have done, only 33 total between now and when Hurkan was released, which if the majority or every single one dropped nothing but pebbles and bullets it doesn't mean anything because no one knows how many kills are on what side of that update, you could have killed those 3 extra times, it happened 3 times cause your unlucky and boom, it sucks still. That is why I am replying, your complaining it still sucks after 33 kills throwing around a number which makes 0 difference on anything because it does not give any info on the true number of kills since the update which would have to be compared to the number before the update.
Also, providing those ingots as drops would be great, providing them every fight, which is what you imply saying they should be the only crafting items, or only items of their level, well, on Phoenix there are about 100 people in every WK, depending on which it is, some get up to 300+, you want to see a price crash just put in that update, those prices will take a dive from 3~9M to 10k real fast when 20 people or more every WK Reive walk away with one.
But ya know what, fine, complain about them, I have had no issues with them at all, I haven't really seen friends complain about getting nothing like they used to either, they get the Rare accessories and crafting items even if they don't get the drop they want, better than it was by far, cheaper, shorter, easier fights, more items you can get which do not do what we feared and push our chances at getting what we want even lower. I keep getting items every time I go, the R items I don't need I send myself or put on AH and then do it again, if nothing else I make a little money from it, the battles are only 10 minutes, running 3 runs real fast for Scouts gets me all the Bayld I need for another if I ever run out, then I continue.
If you honestly get nothing of worth, sucks to be you I suppose, but your attitude makes it insanely difficult to feel at all sorry for you, and I don't have any issues personally that I have come across while I have been fighting them, so I cant complain. Bit of advice, if you get nothing but craft items every time, you have the rare items in your inventory, send them to yourself or sell them so you can get extras and sell those, its not a ton but its some profit, and should ease the annoyance of not getting your head piece.
Karah
11-12-2013, 08:32 AM
See this is what you fail to grasp.
Better than nothing > still crap.
Oh I got Received a "Steaming pile of ****" At least it's "something".
I don't want rare garbage, I want rare/ex garbage. Specific. Rare/ex garbage. Receiving 34 bullets instead of 34 pebbles is still retarded.
When you have 9 digit gil, you couldn't care less about a 100k drop.
detlef
11-12-2013, 10:46 AM
Regarding the menu with the NPC "Dimmian," the interface is the worst in the game. Purchasing key items has so many unnecessary delays between prompts and the game should not keep asking you to buy more key items when you already have all of them.
Demon6324236
11-12-2013, 10:54 AM
I think they should show how much Bayld you have while talking to him too.
Rwolf
11-12-2013, 11:28 AM
I foresee that everyone in the zone will be attacking the Naakauls trying to get the "Bonus eval" witch could draw hate from the tank, also they may not kill any of the other monsters witch would lead to them aggressing players.
If they balanced it, it wouldn't be an issue. For most jobs, they can't survive taking hate or even being in the vicinity of the Naakaul for too long. It's really no different than now, most are capable of killing the Naakaul outright (sans Kumhau right now due to Colonization rate). Either they desire to draw the battle out longer or know if they go in without support, they'll die quickly. The only Naakaul I've seen players zerg on Bismarck is Colkhab and that's just because she's not that threatening compared to what the others can do. Dying repeatedly from stealing hate is more than enough incentive to stay back, especially since magical jobs sans SMN via avatars lose MAB upon double weakness.
One thing i don't understand is why everyone thinks blm is the key, you could go rdm, whm, sch, rng, cor, blu and so on, these can get points from killing the fodder monsters or curing and raising. The blms i see are casting T3 spells on the monsters because anything with a longer cast time and you won't get it off before the monster is dead, a zone full of rdms or sch could do the same thing.
Maybe they should lock the WKR after 100 people get in (or 75, or 50), that way if you don't have the correct combo of jobs it will be a lot of work?
I think the consensus is that it's not just BLM, just BLM is the posterchild for elemental magic and the main destroyers of adds due to fast cast + elemental celerity and higher native MAB. I see plenty of RDM, GEO, even SMN/SCH (I do sometimes), BLU and so on. But it does still leave half of 22 jobs getting the short stick. Raises don't happen like they use to. Colonization rate being high or low, the effect is still the same.
Nothing needs to be nerfed, that's just lame. But it would be nice to see something added to reives in general to make them more flexible to quanity of players inside.
Regarding the menu with the NPC "Dimmian," the interface is the worst in the game. Purchasing key items has so many unnecessary delays between prompts and the game should not keep asking you to buy more key items when you already have all of them.
Yes, please fix his menu. -_- Definitely nothing more than a quality of life update and mild annoyance. I would like to be able to just cancel out after buying my key item instead of have to double confirm I don't want anything else.
Babekeke
11-12-2013, 03:42 PM
Again you said hit the boss, well here we go again, hit..... for.... zero's......
250 exp/bayld per eval for hitting the boss for 0. But if you haven't got col rate over 20% by now your server needs to have a word with itself.
Draylo
11-12-2013, 05:34 PM
Hurkan lasts like 5 minutes now, stop complaining.
Babekeke
11-13-2013, 02:46 AM
A load of trash talk
You complain that everything dies too fast for you to get an evaluation, then you instantly follow it up with "If I don't get it now, noone will be doing it anymore so I'll never get it done." Make your mind up. It will level out now, and unlike in the past people will continue to do the event as there are AHable/RME upgrade rewards now.
And as for not being able to engage and voke a mob before it dies, you select attack, then immediately hit voke macro, the mob will come to you while you experience your lockout, so as long as you're facing the mob, you'll get an attack round in.
Mages are generally using low-tier nukes so that mob doesn't doe before they finish casting (and to save MP), so voke will pull hate. Multple BLMs all casting a T1 nuke, stil only get the individual hate of 1 T1 nuke each, it's not cumulative, just because mob's HP drops substantially.
Since you're going DRK, I'd personally go /RDM. This gives you Fast Cast, Refresh, Cures, Stun for hate/stopping the mob running from you, a bit of MAB so you too can nuke (shock, horror, yes you can join in the mage's own game. Remember your own ilvl weapon gets plenty of Magic Acc on it too). And of course, you can convert to give you some points for curing yourself^^
Now, stop being so aggressive to others on the forum.
Karah
11-13-2013, 04:45 AM
You complain that everything dies too fast for you to get an evaluation, then you instantly follow it up with "If I don't get it now, noone will be doing it anymore so I'll never get it done." Make your mind up. It will level out now, and unlike in the past people will continue to do the event as there are AHable/RME upgrade rewards now.
And as for not being able to engage and voke a mob before it dies, you select attack, then immediately hit voke macro, the mob will come to you while you experience your lockout, so as long as you're facing the mob, you'll get an attack round in.
Mages are generally using low-tier nukes so that mob doesn't doe before they finish casting (and to save MP), so voke will pull hate. Multple BLMs all casting a T1 nuke, stil only get the individual hate of 1 T1 nuke each, it's not cumulative, just because mob's HP drops substantially.
Since you're going DRK, I'd personally go /RDM. This gives you Fast Cast, Refresh, Cures, Stun for hate/stopping the mob running from you, a bit of MAB so you too can nuke (shock, horror, yes you can join in the mage's own game. Remember your own ilvl weapon gets plenty of Magic Acc on it too). And of course, you can convert to give you some points for curing yourself^^
Now, stop being so aggressive to others on the forum.
You're so wrong on almost all accounts, it's kinda comical.
The people spamming the magic, claim the mobs with stone I before they even pop. So they have more enmity than Provoke generates before you can even target said mob. So when you Provoke it, it does NOT come to you. Not even for one second. Then a second mage casts Stone I and a twelfth mage casts stone I and it's dead, .5 seconds after it appears on screen.
NO ONE will continue to do WKR, the sellable drops are all 100% garbage. With the minor exception of Toro Cape, which btw is for mages. (and some other things that are rarely used anymore).
Though, I do agree that someone who can't get evals can infact melee the megaboss for 0 damage and still get an eval. Also, can sub blm/rdm/sch and get nukes in too, but that is really lame to have to do.
One more point of interest, I'm not going to advertise this more by explaining details, but you can make 30,000 bayld in 10 minutes. So go to the WKR hit the MB for 0 damage 10 times, get 1 eval for 200 exp then just afk.
You WILL get the same reward, and not waste your time trying to do something that cannot be done. Then go make triple the bayld in 1/10th the time.
Redryno
11-13-2013, 06:58 AM
Nothing needs to be nerfed, that's just lame.
I couldn't have said it better myself.
Mefuki
11-13-2013, 08:18 AM
When I came back to the game after quitting, I was book burning in Oubliette. When I saw the kind of damage BLM was doing with just a 4MP Stone, I thought that was pretty broken too. That is until I saw the MNK do 500-600 with one punch. One of the last things the game needs is further imbalances between the benefits of Melee Vs. Magic (a problem that happens in SO many RPG in the melee's favour). FFXI is currently, IMO, one of the closest RPGs I know of that is KIND OF striking a balance the best.
The solution to fix one event in the game is not to reduce a jobs functionality in all other events.
Demon6324236
11-13-2013, 02:56 PM
It was never meant to be complaining about you complaining, just me pointing out that you never said how many fights you went without getting anything at all besides items that NPC for less than 1k, rather you gave a total of all fights to that point both before and after, which made for a poor example of why it was 'still bad'.
Karah
11-13-2013, 03:37 PM
Irrelevant information how many pre and post update. All it took was one to know it was still garbage.
Babekeke
11-13-2013, 03:38 PM
You're so wrong on almost all accounts, it's kinda comical.
The people spamming the magic, claim the mobs with stone I before they even pop.
That's right, because every mage in WKR is botting.
I go on THF when I CBA to change jobs, and I can flee around the zone until I see a mob pop. Even if it's on the other side of the arena I can be engaged on it before it dies, especially if you have a source of stun. The mob dying too fast isn't the issue, it's the mob jumping from player to player and never standing still.
So they have more enmity than Provoke generates before you can even target said mob. So when you Provoke it, it does NOT come to you. Not even for one second. Then a second mage casts Stone I and a twelfth mage casts stone I and it's dead, .5 seconds after it appears on screen.
Admittedly, I have all damage filtered, so I can't say for sure how much damage they are actually dealing, but a 500 dmg stone 1 with -30 enmity is less enmity than provoke. A 400 damage stone only needs -14 enmity to create less enmity than provoke.
NO ONE will continue to do WKR, the sellable drops are all 100% garbage. With the minor exception of Toro Cape, which btw is for mages. (and some other things that are rarely used anymore).
And the rme pouches that you can go and do even if you're solo with no hassle of setting up a party. Also, some people will continue to do Hurkan over 41 times, trying to get the drop that they want, right?
Though, I do agree that someone who can't get evals can infact melee the megaboss for 0 damage and still get an eval. Also, can sub blm/rdm/sch and get nukes in too, but that is really lame to have to do.
One more point of interest, I'm not going to advertise this more by explaining details, but you can make 30,000 bayld in 10 minutes. So go to the WKR hit the MB for 0 damage 10 times, get 1 eval for 200 exp then just afk.
You WILL get the same reward, and not waste your time trying to do something that cannot be done. Then go make triple the bayld in 1/10th the time.
If you're only doing 1 eval, it probably explains why you aren't getting drops from Hurkan. I heard that you need 2k min for an eval, though I got the helm from Kamihr with only 1200 (I got there late).
Demon6324236
11-13-2013, 04:08 PM
Irrelevant information how many pre and post update. All it took was one to know it was still garbage.No, a single kill is all it took to know they did not make you get a drop 100% of the time, there is no way with a single kill you can accurately determine weather the effects were good or not, otherwise I can go to Abyssea, kill a seal NM without proc, and say Abyssea seal drop rates are horrible, I killed a NM and no seals dropped 1 time, its garbage.
Karah
11-13-2013, 04:19 PM
That's right, because every mage in WKR is botting.
Typically.
I go on THF when I CBA to change jobs, and I can flee around the zone until I see a mob pop. Even if it's on the other side of the arena I can be engaged on it before it dies, especially if you have a source of stun. The mob dying too fast isn't the issue, it's the mob jumping from player to player and never standing still.
If we could post videos without getting banned, you'd see just how wrong you actually are.
Admittedly, I have all damage filtered, so I can't say for sure how much damage they are actually dealing, but a 500 dmg stone 1 with -30 enmity is less enmity than provoke. A 400 damage stone only needs -14 enmity to create less enmity than provoke.
They don't actually wear enmity- they don't change gear either.
And the rme pouches that you can go and do even if you're solo with no hassle of setting up a party. Also, some people will continue to do Hurkan over 41 times, trying to get the drop that they want, right?
WKR do not drop pouches, only singles, and only if the pebble doesn't take it's spot. At least I've never heard a single person shout, yay I got a pluton case.
If you're only doing 1 eval, it probably explains why you aren't getting drops from Hurkan. I heard that you need 2k min for an eval, though I got the helm from Kamihr with only 1200 (I got there late).
1 Eval, 300 Evals, capped bayld, 100 bayld = same rewards, regardless.
And at no point did I ever say that I do this, it was just advice that it CAN be done.
No, a single kill is all it took to know they did not make you get a drop 100% of the time.
If there is no reward to be gotten, there is no reason to go, therefor all it took was 1 attempt of receiving nothing, to conclude failure.
The fight itself is fine, what's complete failure is the drop system, and/or lack of repeatable "Order Up".
Well, no, really the fights are fail too, but you can't stop stupid people from mpking.
Demon6324236
11-13-2013, 04:26 PM
Not sure when videos started getting people banned...
detlef
11-13-2013, 07:18 PM
WKR can drop cases (rarely).
Demon6324236
11-13-2013, 07:23 PM
You see, Karah has every drop besides the primary drops, and selling them would be stupid apparently, so it doesn't matter, its head or gtfo at this point, which is why I stopped caring.
Babekeke
11-14-2013, 03:59 AM
So, let me get this right, Karah:
On Carbuncle, every mage in WKR is botting, and not one of them is wearing emp head or feet +2. None of them get an enmity- aug on their Hagondes gear. None of them are wearing any accessories that offer -enmity as well as +MAB. Not one of them is using Baqil Staff either.
Strange.
OK, I get it. You're just blatantly lying to try and prove a point. In which case I concede. In your hypothetical world, you are entirely right, and we can't do anything at all on a melee job in a WKR.
Those of us in the real world will find that it's not strictly true though.
Themailman
11-14-2013, 05:16 AM
Just got done with a 2hr 15min Kumhau , BUT at 4% left I freeze....... Yes I know I'm not the only one, there are lots of us, especially Xbox players.....I get logged back in and Kumhau is at @1%, battle ends 2 min later and I get an adaman ingot. Is there any solution to this besides me quitting WKR, cause it's happened 4/5 fights I've done. I'm 99.9% sure that a 2hr 15min fight would land me more than an ingot.....
Okipuit
11-19-2013, 05:55 AM
Greetings,
We have been receiving a lot of feedback regarding the Wildskeeper Reive drop rates and how they feel low. We took a moment to speak with the developers about the reward system and what we can share so you can get a better idea of how the system works:
Special rewards such as weapons, armor, accessories, job mantles/job accessories, and magic scrolls/materials are all separated into different drop slots.
Depending on your performance, you can earn points and increase your drop percentages for each respective slot. (The way drop percentages increase is different for each slot.)
You will still have a chance to receive drops even if you earned a low amount of points for a slot, but the drop percentage will be quite low as well. If you have no points earned in a slot, the drop percentage will be zero.
Because Naakual equipment is rare, if you receive the same piece of equipment that you already have, you will not receive a reward for that specific slot. Due to this, the drop rate might feel lower as you earn more equipment.
We understand that as users receive more equipment from Wildskeeper Reives, there will be less motivation there is to repeat this content. Producer Matsui introduced plans to revamp Naakual equipment and has an update on this:
The comment I made was the below:
Plans to maintain participation
Once you've managed to procure all of the rewards from Naakuals, there will no longer be a reason to fight Naakuals, and as such the battles for others who have yet to fight them will become difficult. With that said, we will be creating goals to accomplish for people who have already collected Naakual items, so they continue to challenge these foes.
To do this, we'll be adding new equipment and making it possible to revamp your Naakual equipment. We'll also be revamping the level design when a new Naakual comes out.
We had originally looked into just revamping the equipment; however, we decided it would be more beneficial to obtain items with a high item level and have changed our plans to introduce new equipment with high item levels that can be obtained directly.
The reason we decided to do this was because we wanted to avoid the situation where there is no longer any way to obtain certain items.
The drops for new Naakual equipment and existing Naakual equipment will be separate, so there won’t be cases where new equipment does not drop because old equipment drops.
Manque
11-19-2013, 01:07 PM
Guess I have to level a Mage job to spam stone for points to be eligible for better drops.
Byrth
11-20-2013, 03:22 AM
Or SMN~!
I have all the drops I want from WKRs and I just do:
* Chain-spam BPs using Astral Conduit. This does about 70k damage against Hurkan. Can be as low as 20-30k damage against the other monsters (or 0 vs. Kumhau, in which case I don't do it)
* Use BP Rages every 45 seconds and otherwise use AoE healing/buffing BPs. I generally try to keep Haste and Enfire up on the melee.
Camate
11-20-2013, 04:47 AM
Greetings,
Below is another follow-up from Producer Akihiko Matsui in regards to being able to learn about the state of wildskeeper reives.
Matsui here.
I remember a dev comment mentioning that they would be making it possible to check the “???” at a wildskeeper reive location to see the pop time and other such information.
Previously I made the below comment:
Learning about the state of the battle
We'll be making it so you can confirm how many players are fighting a Naakual, how much HP the Naakual has remaining, and how fast a Naakual's HP is falling by checking the entrance to each Naakual.
Additionally, as a Naakual's strength varies depending on the colonization rate, we'll also be making it possible to check the Naakual's content level at the time. We'll be making it possible to check content levels not only for Naakuals, but for Skirmish and Delve as well in a similar fashion.
These features are scheduled to be implemented during the fall version update.
We had originally planned to implement this in the fall version update; however, I apologize that due to other elements that are planned for future version updates we had to push back the implementation.
Based on the fact that wildskeeper reives’ conditions are largely varying after the November version update, we will be looking into displaying the necessary information in order to make it easier to grasp the battle conditions and create an environment that is easy to play.
Minikom
11-20-2013, 06:54 AM
just increase drop rate for REM items case and boxes and a lot of ppl will do wildskepeers lol, that is motivation, the drop rate for REM items on cases is low, i assume boxes is just worst
Darthjahjahbear
11-20-2013, 07:18 AM
I concur. I have spent over 1 million bayld on yumcax. I only want ixtab so I van actually play warrior. Every time its the same crap... 4 hour yumcax struggle for a lovely arrowwod log. O correction. Since the last update arrowwoodlog + crappy ah junk that I dont need. Just make some conditions to repeat library quest or something. NEVER being able to get the ONE item I want is bull and it doesnt entice/encourage me to SPAM more wkr like you guys intend. It makes me loathe the game and angry thay I ever leveled war. Stop adding all these CRAP drops amd make it POSSIBLE to get the stuff we ACTUALLY want. Higher GOOD item drop rate/ repeatable library quest and REM case drop rat e is what we want. Nobody cares about ilvl or current Hp we can find that out in a shout. How about actually making a worthwhile adjustment next!
Vivik
11-20-2013, 07:24 AM
The only people who will care what the current HP of the WKR is are the people that wait till <50% to contribute. This will not end well.
Karah
11-20-2013, 03:02 PM
Showed up @ 17%
[00:48:20]Your insulator tablet is destroyed, but you are able to successfully press forward.
[00:53:18]Karah gains 2582 limit points.
[00:53:18]Karah obtained 2582 bayld!
[00:53:18]Obtained: Pluton.
[00:53:18]Obtained: Uk'uxkaj cap.
[EXP 3270]
Good system;
I show up @ 90-100% 60 times, cap out 25,000 exp get NOTHING.
I show up @ 17% fight one NQ mob, get 1k exp obtain the hat.
Lesson learned;
1) show up late
2) contribute nothing
3) ???
4) profit
Babekeke
11-20-2013, 04:04 PM
Showed up @ 17%
[00:48:20]Your insulator tablet is destroyed, but you are able to successfully press forward.
[00:53:18]Karah gains 2582 limit points.
[00:53:18]Karah obtained 2582 bayld!
[00:53:18]Obtained: Pluton.
[00:53:18]Obtained: Uk'uxkaj cap.
[EXP 3270]
Good system;
I show up @ 90-100% 60 times, cap out 25,000 exp get NOTHING.
I show up @ 17% fight one NQ mob, get 1k exp obtain the hat.
Lesson learned;
1) show up late
2) contribute nothing
3) ???
4) profit
Lol this made me giggle.
Karah
11-20-2013, 04:07 PM
1k~ exp for fighting, 2582 for winning, learn2math.
You get 25k cap for the battle, and a free 2.5k exp for the ending regardless how much you contribute in the actual battle.
Babekeke
11-22-2013, 04:08 PM
1k~ exp for fighting, 2582 for winning, learn2math.
You get 25k cap for the battle, and a free 2.5k exp for the ending regardless how much you contribute in the actual battle.
Yeah I need to learn to math, not you need to learn to not be retarded.
get 1k exp obtain the hat
Doesn't say anything about 1k exp for fighting. Just get 1k exp. Period.
carrion21
11-25-2013, 08:53 AM
I thought the loot pools were getting adjusted for these to not have worthless drops, not sure how many WKR of hurkan and Yumcax i have done where I received arrowwood log, or another log or pebble velkk mask, and just now moko grass.... seriously cap xp and bayld and get something I can harvest anywhere at lvl 1, and hurkan is a joke now takes 15 mins for a group to kill cannot hardly get enough evals in for a drop
Demon6324236
11-26-2013, 11:58 PM
Guess I have to level a Mage job to spam stone for points to be eligible for better drops.Make a party with people, attack the boss, get Bayld, get rewards. Trash mobs are not the only solution...
Minikom
11-30-2013, 05:18 AM
lol WKR is dead already, they need increase drop rate on rem ITEMS making 3-5 per fight + a good chance at getting case or no one will care about this event in 1 or 2 weeks more
Kiyara
11-30-2013, 01:42 PM
Some suggestions for WKR as follows:
1) Make it where NM will always drop a REM item 100% of the time as long as you contribute.
2) Depending on the contribution, make it where it is guaranteed to drop X items. Examples:
0k exp/bayld = starting point, 25k exp/bayld = maximum contribution
1k-6k = guaranteed 1 REM item, 7k-12k = guaranteed 2 items (1 REM item), 13k-19k = guaranteed 3 items (1 REM item), 20k-25k = guaranteed 4 items (1 REM item)
In addition, make it where you are guaranteed 100% on a REM single item but have a 15% chance of getting a case of REM items or 5% chance of getting a box of REM items instead of a single. This would be a good incentive to do improve participation.
3) Make the pick your item quest repeatable from the Library. This should be doable once per real life day or even once per conquest. I don't see how this would harm anything.
The WKR system itself is a good system. It just needs tweaking.
Babekeke
12-02-2013, 01:58 AM
So with WKRs dying/dead, does everyone still want magic damage to be nerfed? lol
saevel
12-02-2013, 07:35 PM
So with WKRs dying/dead, does everyone still want magic damage to be nerfed? lol
Isn't dying on Lakshmi, not yet anyway. As for magic damage, there needs to be a cap on base D prior to dINT being added. Currently +MDAM equipment makes the tier 1 nukes stupidly overpowered.
http://wiki.bluegartr.com/bg/Magic_Damage#Calculating_D
Stone should not be going from a 10 base damage to a 205 base damage by wearing a single staff. The Tier I and II nukes get insanely strong by using that staff due to the base value being uncapped which renders all other nukes utterly useless. Place a simple cap on the lower tiers, around ~100 and 200 depending on the specific nuke.
Babekeke
12-03-2013, 02:21 AM
Isn't dying on Lakshmi, not yet anyway. As for magic damage, there needs to be a cap on base D prior to dINT being added. Currently +MDAM equipment makes the tier 1 nukes stupidly overpowered.
http://wiki.bluegartr.com/bg/Magic_Damage#Calculating_D
Stone should not be going from a 10 base damage to a 205 base damage by wearing a single staff. The Tier I and II nukes get insanely strong by using that staff due to the base value being uncapped which renders all other nukes utterly useless. Place a simple cap on the lower tiers, around ~100 and 200 depending on the specific nuke.
Compared to a MNK's fists, this is perfectly fair. If anything requires adjusting, it's the higher tier nukes to make it worth expending so much MP.
Bear in mind that I almost never play BLM or other nuking jobs, so I'm not just saying this because I want my favourite jobs to be over-powered. I play THF, RUN and DRG as a preference, SMN and BRD if needed. The rest of my jobs are 'meh', including BLM. Most are capped skill/merit wise, and even geared well, it's just lacking proper gear swap macros and augs could be better on skirmish gear.
Camate
12-03-2013, 05:44 AM
Greetings,
Below are a couple of comments from Akihiko Matsui in regards to wildskeeper reives.
Are there plans to add the items that were implemented in November for the original three Naakuals as items that can be exchanged via the Celennia Memorial Library achievement system?
There are no plans to change the equipment that can be obtained through the Celennia Memorial Library when defeating Colkhab, Achuka, and Tchakka.
However, there was maintenance last week (http://www.playonline.com/ff11us/polnews/news22692.shtml) to fix a bug where the additional rewards could not be obtained. You will be able to receive these items if you meet the below requirements:
You received a reward when defeating Colkhab, Achuka, or Tchakka.
You received a reward when defeating Yum Cax or Hurkan.
You defeated Colkhab, Achuka, or Tchakka after the November 5th version update, and also defeated Kumhau.
I apologize for the delay fixing this.
Currently ammo, back equipment, and accessories (not job specific capes, Pahtli Cape and Ocachi Gorget) are included in the drop slot for Naakual equipment for wildskeeper reives in Marjami Ravine and Yorcia Weald, and compared to other wildskeeper reives it is more difficult to obtain weapons and armor.
Due to this, we will be making adjustments to the drop rate for weapons and armor in the December version update.
The Yumcax battle takes a very long time to finish. Can you do something about this?
The reason why the Yumcax battle takes such a long time is not because of the potent regen he possesses, it’s due to the fact that it’s difficult to increase the colonization rate of Yorcia Weald, which in turn makes it difficult to weaken Yumcax.
With the current system, there is a difference in efficiency for making the rounds to participate in colonization and lair reives for each area, however; for Yorcia Weald and other areas it’s difficult to increase the colonization rate and as a result the wildskeeper reives for these areas have become more difficult. Due to this, we are considering eliminating the colonization rate difference on the system side.
While this is still in the planning phase, I’m not able to go into too much detail, but as example we are looking into equalizing the difficulty of wildskeeper reives by making adjustments to make it easier to increase the colonization rate and ease up the colonization rate decay when it reaches a certain rate.
However, we would like to carefully look into adjustments to Yumcax.
Yumcax’s regen is one mechanic for the battle, and while the regen effect is extremely strong, it is possible to remove the effect by fulfilling certain requirements. Also, there have been request to change the monsters that spawn during the fight, but these were chosen based on the lore that Yumcax is the plant king.
We will of course be making adjustments to the aspects where adjustment is necessary, but simply eliminating or switching out mechanics or lore-related aspects would lead to a loss of content individuality, so we would like to make adjustments while leaving the unique aspects of Yumcax.
First we will be making adjustments to the colonization rate system, and after you try fighting Yumcax with the same colonization rate as other wildskeeper reives we will then look into overall balance adjustments.
Ophannus
12-03-2013, 08:35 AM
Maybe alter his crazily overpowered AoE doom/death TP move that it's unavoidable and does massive damage would be a good start; same for Hurkan.That 4-7k AoE Static Prison is unnecessarily powerful. Most players have 1.5-2k HP unless they're monks, does it need to be a "Ha-ha, you die" move with such a long range? If it did 1000-2000 damage it would still be devastating but to do 4k damage through shell and buffs is a little ridiculous.
Edyth
12-03-2013, 12:28 PM
Yumcax ain't no thang. He dies way faster than Hurkan, Kumhau, or Tchakka if things are done right.
It's those #$^@$^@ MPKers who are pulling panopts to the party, and the brilliant strategists who insist on everyone standing in a space the perfect size for everyone in the reive to be wiped in a few seconds....
But then again, that small space is the only spot not ruled by the all-powerful Yumcax's Watchman.
Rwolf
12-03-2013, 03:36 PM
A lot of times it's not even someone actively running adds to the entrance. Every alliance has shared hate so if you have people who are killing adds and you're killing Yumcax. If it kills them and no one grabs it, it will dart for you and anyone else in the alliance. Players go back there to recover and end up dying again when another of their party dies. Would be nice just to removed the shared enmity, would remove a lot of frustration. I've had to remove myself from LS members going as a group to Yumcax, simply because as soon as they start dying then I end up getting their leftovers.
Also, there have been request to change the monsters that spawn during the fight, but these were chosen based on the lore that Yumcax is the plant king.
We will of course be making adjustments to the aspects where adjustment is necessary, but simply eliminating or switching out mechanics or lore-related aspects would lead to a loss of content individuality, so we would like to make adjustments while leaving the unique aspects of Yumcax.
No offense here, but isn't that a bit melodramatic? There are a ton of species in the "plantoid" category. Switching panopts to another plant would not disturb lore. The reason Yumcax is so painful is the amount of devastating aoes and little place to hide from danger. No other Naakaul's arena is this naturally dangerous. In all the other areas there is plenty of space to recover if necessary without fear of being immediately trampled with multiple AoE.
Suggestions would be:
Remove alliance hate as I really don't see the purpose in my face being ripped off from across the arena if I did nothing to provoke it.
Make the wandering space for Yumcax and his adds small enough that you can recover on the outer edge.
Remove that moogle that no one is talking to and put an impassible bush in front of the roots people keep getting stuck in.
Replace some of the panopts and snapweeds with a 3rd plantoid species that doesn't have AoE. Devs get to keep their precious annoying panopts and we can get some reprieve with a less likelihood of area of effect damage spam.
saevel
12-03-2013, 08:50 PM
Compared to a MNK's fists, this is perfectly fair. If anything requires adjusting, it's the higher tier nukes to make it worth expending so much MP.
Bear in mind that I almost never play BLM or other nuking jobs, so I'm not just saying this because I want my favourite jobs to be over-powered. I play THF, RUN and DRG as a preference, SMN and BRD if needed. The rest of my jobs are 'meh', including BLM. Most are capped skill/merit wise, and even geared well, it's just lacking proper gear swap macros and augs could be better on skirmish gear.
Actually your doing WAY more damage then any melee can on their own. The difference between you and that MNK is we can throw two BRDs, 2 COR's and a haste spell onto him to triple if not quadruple his damage output while simultaneously jacking the NM's defense. There's not much you can do to BLMs to increase their damage, some MAB and M.Acc buffs at best but when your packing that much MAB already the bonus isn't gonna do much. Also melee's are expected to tank, they keep the NM's attention centered on them at point blank range. BLM's on the other hand are glass cannons, you'll cap enmity pretty quickly and when that happens you'll have the NM running over to the mages and wiping everyone with aoe's.
So a BLM or SCH is much stronger then an unsupported Melee DD while a supported Melee DD is much stronger then a support BLM or SCH. A Melee DD has much better defense gear and HP to withstand the fury of the NM's overpowered attacks.
That's the reason you see army's of BLM's and SCH's at solo events but never inside alliance events.
Sabishii
12-04-2013, 02:09 PM
Actually your doing WAY more damage then any melee can on their own. The difference between you and that MNK is we can throw two BRDs, 2 COR's and a haste spell onto him to triple if not quadruple his damage output while simultaneously jacking the NM's defense. There's not much you can do to BLMs to increase their damage, some MAB and M.Acc buffs at best but when your packing that much MAB already the bonus isn't gonna do much. Also melee's are expected to tank, they keep the NM's attention centered on them at point blank range. BLM's on the other hand are glass cannons, you'll cap enmity pretty quickly and when that happens you'll have the NM running over to the mages and wiping everyone with aoe's.
So a BLM or SCH is much stronger then an unsupported Melee DD while a supported Melee DD is much stronger then a support BLM or SCH. A Melee DD has much better defense gear and HP to withstand the fury of the NM's overpowered attacks.
That's the reason you see army's of BLM's and SCH's at solo events but never inside alliance events.
This is what happens when you don't have actual tanks in this game. You have paladins that can't keep hate due to damage being the biggest generator of enmity, and Rune Fencers who can't keep hate or take physical damage because they lack something like an ochain/aegis. In FF14, paladins and warriors are expected to keep hate off of everyone, and they can do it, because their weaponskills are specifically tailored to generating enmity. 11 doesn't have that. You got flash, provoke, lunge, etc. that don't draw enough hate compared to weaponskills/spells the DD jobs have. If a paladin can keep the hate off of everyone else fighting a mob, the DDs can actually focus on killing what they're fighting. The 'holy trinity' (heal/support, tank, and dps) in this game is broken, tanks are the third wheel and are broken.
Angrykitty
12-31-2013, 09:26 AM
Please adjust the yorcia wildskeeper reive. I can't find a group of players that even want to fight in this reive, they avoid it like a plague. I think the difficulty needs to be adjusted to fit the size of the zone and the number of players that normally attend... Everyone's nicknamed this the Tree Of Death, due to deathga spam, and when you try to fight support the frontline jobs everything agros to spell casting.
...and frankly, nobody wants to sit in a zone with 120 people fighting this dude for 8 hours (let alone any wildskeeper should last anything more than an hour), and if you do, shame on you! Go hug your loved ones and stop calling into work!
Catmato
01-07-2014, 10:54 AM
Please adjust the yorcia wildskeeper reive. I can't find a group of players that even want to fight in this reive, they avoid it like a plague. I think the difficulty needs to be adjusted to fit the size of the zone and the number of players that normally attend... Everyone's nicknamed this the Tree Of Death, due to deathga spam, and when you try to fight support the frontline jobs everything agros to spell casting.
I agree with this. There's no reason there needs to be such a huge disparity in difficulty between Yumcax and the rest of the WKRs.
My thoughts on how to fix it:
-Give a larger area to fight. You can literally see the mobs from the point you zone in. Either you're fighting in a bunch of adds or in the middle of everybody.
-Lower Yumcax's AoE damage. There's no reason that nearly every ability it has needs to nearly one-shot everyone in range.
-Lower Yumcax's AoE range. It's difficult to heal tanks when you have to stand in range of every single ability. If you get doomed with the tank(s), you don't have enough time to cursna yourself and the tank, especially while weakened.
-Lower the linking/aggro range of the adds. They're always joining the fight, even if they seem to be out of range.
-Eliminate Yumcax's and the add's party hate. One person aggroing an add at the front shouldn't spell death for everyone else in the zone due to party hate bringing mobs to the entrance.
I'm not saying everything on the list needs to be done, but one or two of them would make it much less miserable.
Indigla
01-13-2014, 01:59 PM
This system is so flawed it's mind numbing, I just left a Kamihr Drifts Wildskeeper Reive after fighting a few hours with 70+ people because the progress being made was virtually nil. With a 20% Colonization Rate all nukes by mages were doing 0 damage. The only damage to Kumhau was coming incredibly slowly from a few SMN.
Why was this ever thought to be a good idea to completely zero out any nukes below a certain colonization rate yet somehow only a few other jobs are ok to always do damage like SMN with avatars, COR quick draw, or GEO with exploding luopans? All this does is frustrate people and make them not want to ever bother with the content. Whether the colonization rate is 0 or 100 I feel all damage should scale accordingly so at least you can make *some* steady progress towards the goal of winning the fight and everyone can at least feel like they are contributing and get credit for it. Please fix it.
Demonjustin
01-13-2014, 02:15 PM
I think either the base DT should be 50% and decrease by 10% every 20% rate till its at 0% and we can deal full damage, or, the rate should scale completely and not in tiers, so that at 1% we deal 1% DMG, not 0% DMG no matter what unless we have 20~21% and above.
Renaissance2K
01-14-2014, 12:25 AM
This system is so flawed it's mind numbing, I just left a Kamihr Drifts Wildskeeper Reive after fighting a few hours with 70+ people because the progress being made was virtually nil. With a 20% Colonization Rate all nukes by mages were doing 0 damage. The only damage to Kumhau was coming incredibly slowly from a few SMN.
Why was this ever thought to be a good idea to completely zero out any nukes below a certain colonization rate yet somehow only a few other jobs are ok to always do damage like SMN with avatars, COR quick draw, or GEO with exploding luopans? All this does is frustrate people and make them not want to ever bother with the content. Whether the colonization rate is 0 or 100 I feel all damage should scale accordingly so at least you can make *some* steady progress towards the goal of winning the fight and everyone can at least feel like they are contributing and get credit for it. Please fix it.
You know, I entered this thread specifically to mention what happened on Bismarck over the weekend.
There were two Kumhau runs on Sunday. The first started out fine, I guess because a pack of people did some local Reives before actually shouting ofr people. But when Kumhau hit ~25%, the Colonization Rate dropped to 20%, and so everybody that had been dealing damage without any problems up until that point were suddenly stonewalled. That's ridiculous.
I didn't stick around for the second Kumhau. I bought my key item, entered, saw I was doing no damage, and just left. Waste of Bayld, sure, but I wasn't going to kill fodder mobs for hours while a few select jobs poke the lion.
While the Colonization Rate mechanic is a great idea on paper, there's still not enough incentive to do the smaller Reives in that zone, especially in the Drifts. For me, at least, even with Trust magic, the Colonization Reives are fairly difficult to solo. There's way too many mobs, they hit relatively hard, they build resistance to sleep, and monsters on the other side of the ice walls are able to cross through and help their friends attack you. Either the difficulty of those Reives should be reduced, or some more unique rewards need to be added to them to encourage people to start doing them regularly in groups.
The assortment of failed Yumcax and Kumhau bouts on Bismarck have also illuminated a few other mechanics issues with Reives. First, half the people in the Reive area are AFK. They poke a mob once, park at the entrance, and then just stand there and wait for their Sparks and Key Items to drop. On top of that, as a small group of SMNs and CORs are massaging Kumhau to a slow and laughable death, there's a metric ton of DDs running around killing fodder mobs unhindered. It's obnoxious. "I'm going to let three people do all the work for hours, and after contributing next to nothing in the grand scheme, I'm going to walk away with some sweet gear, and that awesome COR is going to get a Flint Stone."
I don't know how to address this. If you make things too strict, they'll end up like Campaign where Beastman-controlled zones stay that way perpetually because nobody wants to whack a wall for hours just to get 200 Allied Notes. Maybe making it so that Colonization rate also determines the maximum quanity of rewards that you can receive. At 20% or Below (Kumhau takes no damage from regular sources), everyone can receive one item at most. To get the maximum of five items, the Colonization rate needs to be brought up to 80% or higher. Or something. I don't know.
Sapphires
01-16-2014, 10:30 AM
Nothing short of a guaranteed pluton case would make me attend a Yumcax or Kumhau wildkeeper reive ever again.
I suffered through half a dozen of each of these when they were popular and about a month ago I tried one of these that dragged on for hours and just ate the bayld loss and left because the overall skill of the playerbase participating in these has degraded significantly (people showing up to just spam stone 1 and run around like an idiot is not skillful play) and the numbers of attending players is much smaller as well.
Kumhau might be worth going to if they added more hp to the trash mobs, anyone not a mage can never hit the damn things with a melee weapon because they die soon after spawning to a shower of Stone 1 spam from a bunch of skirmish geared noob blms. If colonization ever remained high enough for everyone to even chip away at Kumhau aside from corsairs, people might go.
Yumcax is just an mpk fest, too little room to recover from the fight, the best geared players if unsupported are usually the first to die at these because again, noone comes to heal front line players, everyone comes on a mage job to spam stone and look out for only themselves. Increasing the magic resistance of the monsters and making them more susceptible to melee damage would dramatically improve how people participate in this fight. Also increasing the doom counter might reduce the massive (hilarious) wipes i've seen happen in this WKR.
In general these fights are not *fun* to participate in, trash monsters either are too deadly if player numbers are low (panopts in yumcax) , or when participation is high, these monsters pose no threat at all and become frustrating because they die too quick for non mage jobs to close to melee range and attack.
You might want to consider adding a couple mini-boss type monster that have much higher HP in future wildkeepers that strikes a middle ground between the main boss that takes over an hour to kill, and trash that dies in under 30 seconds.
Now lets talk about rewards:
RME materials (all 3) used to be somewhat of a valuable reward encouraged participation in WKR
What little incentive remained for those of us that were capped on gear disappeared when you added the revamped bcnms, and then started throwing RME mats/cases into those battles and the AA fights.
There is 2 JSE capes i'd like to get, but honestly its not worth suffering through a WKR reive to *maybe* get it. I've done hundreds of reives, tens of each wildkeeper reive and still dont have them, so i've moved on.
Your records of eminence objectives got everyone to do all the wildkeepers again for 1 weekend, but now its back to noone bothering to do them.
Eaglestrike
01-18-2014, 06:12 AM
As far as I can see the first 3 WKR are alright. On my THF + WHM dualbox I can usually, though not always, keep my THF alive. When my THF has enmity that's when things get iffy. That's fine and well and good, thf + whm should not be able to essentially solo a WKR. The problem is the later 3, where my THF will get one-shotted with no chance of ever surviving it. I can be thf/run with a bar spell and two runes up and take 1k more damage than my hp while in -dt and +hp gear. That's absurd. Why would I want to go to a fight that every 5-30s I am going to die and be unable to do anything for 5min?
Leonardus
01-18-2014, 11:50 AM
My thoughts exactly Eaglestrike. If you go and tickle Kumhau/Hurkan/Yumcax as a melee, usually within a minute you're one-shotted and it's back to afking for 5-10 minutes.
Not exactly what I'd call fun, especially when you already have the main rewards and the chances of obtaining a pluton are rather low.
Catmato
01-18-2014, 12:24 PM
HurkanI've personally never had a problem with Hurkan. Static Prison can be a bitch, but afair it's never 1-shot me in tp gear with Shell5 and barthundra. Kumhau and Yumcax on the other hand...
Karah
01-18-2014, 12:28 PM
I've personally never had a problem with Hurkan. Static Prison can be a bitch, but afair it's never 1-shot me in tp gear with Shell5 and barthundra. Kumhau and Yumcax on the other hand...
Yeah right. Static Prison has NEVER done less than 2400 with Shellra V Barthundra and 50 cap PDT/MDT on.