Nah, you'd just be limited to rotations of SMNs for PD to simulate drinks and hoping that your buffed out the ass DDs are good enough to zerg down 1 NM every 2 hours before the PDs wear.
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Nah, you'd just be limited to rotations of SMNs for PD to simulate drinks and hoping that your buffed out the ass DDs are good enough to zerg down 1 NM every 2 hours before the PDs wear.
Heh, it basically seems not much if at all different from repeating those quests for Empyrean seals.
Repeat and time-sinks being the keywords, with little to no reward most of the times.
I agree that good items need work to be attained, but mindlessly repeating things, grinding if you will, isn't exactly fun and for the time being, Abyssea actually seems most balanced of all in that regard (not saying I exactly ever really liked Abyssea, or still do).
Funny that. ^^;
I seen VW for what it was when they released it, I refuse to bother with it. Way I see it if a side-grade is only going to be 1 to 5% better the event it comes from should only be 1-5% more annoying.
Well the fights are kinda cool and fun the first few times you do em. They get bland after a dozen or so though. I do them because I got really tired of killing birds / worms / ect.. mindlessly with Leach's for XP. I'm not stressing on the drops, if I get them great, else I'm selling stuff to NPC or AH for gil. For me it's just something to do in between my dyna runs with friends.
The more I read Camates post the mroe I think Hordcore hacked his acc and posted it, MAXIMUM TROLLING!
I imagine at this point only time will tell, if players really feel this way it will wither and die and the players will get the last laugh. Personally i'm on T5 jeuno and T1 zilart (stupid dragon) once i get all KI and completion (yay teleports) ill stop doing it until the new ones come out. I also have no intrest in helping catch people up being that its generally PuG content, if I can get climbs so can my ls mates.
Empy weapon trial numbers are 3000 riftcinder/dross so don't worry guys everyone will be doing Voidwatch for many many years to come. You'll eventually get your athos tabards!
The dev response to this reminds me of the response the CEO of Netflix gave regarding their DVD rental pricing fiasco. The point has been missed entirely.
Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo [S]. This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo [S] in a different area.
Battle adjustments
That is exactly what our idea for Voidwatch was at the time of first implementation.Quote:
My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items.
As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot.
What about the BIGGEST issue that everyone has and that is the PURE RANDOMNESS of the drop of the ra/ex item? None of these really address that issue.
In fact the issues that you're addressing are for the most part, non-issues. Other than a few NMs in the latest chapter, most NMs are pretty easy to deal with. Proc'ing to cap Red (and Blue - ppl can agrue as to the real value for capping blue is just more logs/ore but that's also not as big as the main issue) isn't hard at all even for PUG. But the insanity of ppl at several hundred runs for the same NMs and not ever seeing the top tier ra/ex while seeing many new comers getting it on their 1st or 2nd or 3rd tries just completely takes any fun and joy in doing VW at all.
Please please please please please for the sanity of us, please make sure that the DEV team understands this pure random drop of these ra/ex item IS the biggest issue and is the most important issue that needs to be addressed. Not the ability to cap lights or clearing the fight or difficulting in clearing fight, etc.
Bull sh!t. Earlier today just finished with lol-Pil. Leader couldn't find a BRD so we went in without one. First one was easy, second one half the procs were BRD at one point. Other half were PUP and BST procs. Ended up having to reset the fight as the entire alliance was weak due to him walking around one shoting everyone with his shield up. Third fight was easy, last fight we got to 25% easily but then temps started to run out and the procs were all stupid sh!t like PUP / BST / Wyvern and a HV Dark BLM (on a dark magic resistant monster). Barely won that last fight by sheer luck as a HV club appeared that we were able to use to restore fanatics and finish him off. The fights are 100% about what procs you get, you get shafted on them and the NM will just go around killing all your DD's, then your healers and black mages. If you get lucky and hit EV HQ HQ HQ then the NM will be dead in minutes.Quote:
In fact the issues that you're addressing are for the most part, non-issues. Other than a few NMs in the latest chapter, most NMs are pretty easy to deal with. Proc'ing to cap Red (and Blue - ppl can agrue as to the real value for capping blue is just more logs/ore but that's also not as big as the main issue) isn't hard at all even for PUG. But the insanity of ppl at several hundred runs for the same NMs and not ever seeing the top tier ra/ex while seeing many new comers getting it on their 1st or 2nd or 3rd tries just completely takes any fun and joy in doing VW at all.
What their talking about is adjusting the offensive power of the NMs so they don't go around instantly killing people or doing so much damage so fast that WHM's can't keep up. When SE flat out says something in plain language, vs hiding it in cryptic talk, then you know somethings up.
We use procs to restore Fanatics / Bravers / Stalwarts so that we can not only kill it faster but survive the damage that it does. Most VWNM's are not hard if you hit the procs periodically, but once your temps runs out things start to turn nasty quickly and no amount of chest thumping fake bravado will change that.Quote:
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
u all dont c tanaka-sans brilliant vision. u dont deserve opinion in this matter.
Pil lol...? Seriously? Cor is your friend, or anything with requiescat. And you most definitely do not need temp items to survive against him.
Botulus Rex is the NM where you need fairly consistent procs to survive against him. Setting red and blue to cap is a cool idea for some of the lower tiers, but it doesn't really do anything for the higher tiers, where your lights will be capped anyway, just out of necessity. If anything, the constant hate reset/hate decay is the most annoying. I'm not sure why AoE spells are an issue...? (In response to Camate's post).
Wow, seriously? 20+ pages of people bitching about the insane loot system and the response is regarding monster strengths. It's like yelling at a wall.
Ain't that the truth. :(
Although, something isn't quite "balanced" (lol..) when a mob can one-shot you with a regular hit (no crit hit, not a tp move) without fanatics on. Looking at you Ig-Alima, with your 1.7k damage melee hit (through enhanced/capped stoneskin even)... However, being one-shot by aoe spells have never been an issue in my experience.
probly love SE for this sistem chest afther fight
hnmls bye bye boss who take all item bye
love SE for this XD
for me only change its the cost for upgrade the atma vw and put 2-3 atma and other change its litle raise for rare/ex item remember for defendin ring e kraken club its ugual rate 0,0001% XD
They are never going to change the loot system or increase drop rates, they like it and they designed it to be the way it is. They know why peopel hate it, they also know that's the main reason people are still doing it.
They are making alterations to VW while totally ignoring the big issue people have, this shows they want it to be a long term event and doing anything to make drops better will be counter to that end.
I would hope that they would decrease the heavy metal plate trials at least (or add pouches to all the t3+ nms), this would encourage very many more people to start doing VW for plates or to do VW to sell them, right now very very few people bother. VW needs another reason to exist aside from chasing bodies with a 0.1 drop rate and the mass number of people with emps working on upgrading is a pretty good one. Emp trials at 1,500 plates/very limited supply scares off the vast majority of possible upgraders, this needs to be addressed and altered to around 250-300. That will at least make the event more long lasting and let people get the bodies before people stop doing it.
If you aren't going to add an option to share the drops or pool them let us get a curor reward for destroying a good drop please, if I get a good drop that's wasted I want to at least get something out of it.Quote:
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Thank you Camate for providing that translation.
If I understand correctly the discussion of drop rates and loot systems will come later. Please stress to the dev team that this is the most important issue that we care about.
Quoted for truth. All those updates to VW are all fine and dandy, but the big issue still remains at large.
One of our guys just came back to the game recently, and on the third Kaggen we did last night, he was able to get a Mekira Meikogai. I'm not complaining that he got it, by all means he is lucky to even have one as it will benefit his WAR and SAM. But this was his THIRD Kaggen run, comparing to every PLD or WAR in our shell who has went 0/60+, objectively speaking. That is BEYOND all random, out-of-this-world Odds.
There has got to be a point where something has to give for all those who have went beyond 100 tries doing any high-tier Voidwatch NM, not to see a single high-end piece of gear drop. At this point, a lotting system at least gave us hope of ever, ever, ever seeing a drop (Except Shinryu concerning Twilight Helm/Cloak/Mail, but that's an entirely different issue, the droprates on those should get a raise by now).
It's there. Most sane people has basically given up hope. And as the number of competent players decreased in doing these, it cascaded down with the other competent players. So basically less and less successful VW runs happened. I've went from doing several runs (4x per runs) per day (I've burned off all my CP and AN and 1/3 of all my Cruors for voiddusts and cells) to maybe 1 to 2 runs per week now. And as I get more and more Logs and Ores (and other crap), the less and less likely I'll be keep doing this. It's sad because most of the top tier NM fights can be fun. Just not fun and becomes just WORK and Boring work at that after your 200+ for fighting the same NM. It makes the game into work and I only do work if I get PAID in money.
Again BULLSH!T.
Pil is easy if he's proced, once he's walking around he'll spam flank opening for 1~2K+ damage. Its guaranteed to one shot pretty much anyone near it. If your lucky you'll survive with a few hundred HP, but then he just use's it again or a -ja spell and your hosed. WHM's can't heal fast enough to sustain your HP, you will die, its only a matter of time.
And we had two CORs, both ended up double weakened halfway through the fight, QD become useless and that is when things started going south fast. Akvan has deathga, or just a cheap single target death, used to have Lv5 petrify but that's no longer an issue. Kaggan has a whole hoard of aoe moves, amnesia effect just to screw with your procing and his frontal slash attack that will hit anyone in front for 2K+. Later in the fight he can spam Death Prophet, which is one of the cheapest moves known. Trying to fight Kaggan without fanatics up for more then 10~15s will start to drain your WHM's MP pool, having 5~6 DD's doing this will deplete it rather quickly.
And those are just the lol Jeuno T3 VWNMs. Again easy to do if you keep them proced and / or keep fanatics up, absolute nightmares if you get screwed on procs.
And as Camate just said, it shouldn't require an Aegis / O.Chain PLD to tank them. It shouldn't require a bunch of Relic / Emp DD's in blinged out gear setups to kill the harder ones.
If you really want a lesson in humility, then go do the Bastok T4 Harpy without temps or procs, just to see how "easy" they are. She'll rip your face off with all her damn aoe high damage moves and status effects. At 95 we tried a PD zerg on her just for sh!ts, and were surprised at how damaging she could be. We got the win without any temps / procs but with over half the alliance dead. The windy T4 is similar, doing him without procs / fanatics is just asking for some pain. Arm Cannon will one shot a BLM and anyone standing nearby, he'll it'll one shot a COR or RNG too. Erradicator and it's weakness effects will make your super blinged out tanks nearly useless, and any DD nearby. Yet again if your procing him and spamming Fanatics then he's a joke, if you don't then he'll rip your face off.
there's a very simple solution to all these issues, but I think it's avoided to preserve the time-sinks. Make the system turn out 1 reward, period. Some type of currency or token or trophy that you then trade in to a specific NPC vendor to obtain the item you are actually after rather than the random R/EX piece that you'll just toss for inventory space reasons. If you want to really be merciful you can even make it a KI, like Dominion points or something; please make it "contribution-based", because people who continually AFK/leech SHOULD be penalized for being useless.
There's a pretty big disparity in the drop rate of loot. While for some people it seems like the drop rates for things they want are similar to salvage drops circa 2007, others it seems like it's like dynamis circa 2012. It's completely inexplicable. I get that they don't want us to completely burn through the content like Abyssea, but oftentimes its infuriating not being able to get reward for participating in voidwatch from day one. But let's face it, FFXI in 2012 provides a whole lot of content, new and old. There's Neo-Dynamis that has put everyone on a relic craze, Sky being relevant again because of Synergy Augments, killable Absolute Virtue -- making Sea still viable to do. Hell I have to do campaign just to be able to keep a stock of voiddust. And while many have dismissed most ToAU content, the higher levels has given me and a small group of friends the drive to do Einherjar, and collect Alexandrite from Salvage in anticipation for Nyzul Isle Uncharted and eventually attempting to complete a Mythic Weapon. Point being: if the drop rates were raised to a reasonable rate, there's still a lot of things to do.
Over the past month I've joined in on several Voidwrought shouts and I still have nothing to show from partaking, and my Linkshell does it fairly regularly. Oftentimes a lot of my Linkshell mates are dismayed at how frequently we see a full pink DNC with a coruscanti or a notorious jerk on our server win out due to complete and utter luck. Yes, I am a little bit bitter, but at the same time I've witnessed the person hosting the pickup Voidwroughts go 1/395 on his Fazheluo Radiant mail. That's .25% -- a quarter of a whole percent, not to mention the 1185 Rubicund Cells, and 395 Voidstones/dusts that go into a that many fights. If it hasn't already been said.... The drop rates here are horrid. Destroy the item if we already have it? Sure, that's exactly what everyone here on the forum wants.... Makes you wonder why so many people are complaining.... /sarcasm
This is the logic you need to aply to more content. More and more I'm seing new players who are litteraly kicked out of alliances before things are about to start because of simple things like, for example, a sam that doesn't have masamune.(This actualy has happened serval times.)
It's sadly been a problem with MMOs in general for a long time. People don't want you unless you have the best gear and have already cleared the content. If you need something from it, you more than likely won't be wanted for it. I'll give credit to SE for not forcing you to need endgame gear to do endgame. Now if only our fellow players will follow the lead.
Why not make an npc that you can trade logs to in exchange for some sort of points? xD
"Hello there! I'm Leopold the Log Logger! My family has a long legacy of logging logs in this very long log! I'm particularly interested in inter-dimensional logs as of late. Just lob a log at me so I can label and log the log in this lengthy log!
I'll reward you for your laborious labors with a certain amount of 'Lunatic's Lady Fingers' baked by my dear delusional grandmother who went invariably and incurably insane after logging her last log! They aren't edible, being made by a crazy person out of wood chips and fecal matter and such, but maybe you can trade them for the long-lost loot you've long been longing for!"
Howdy!
I would like to make an addition to a planned adjustment that was announced earlier.
The issue at hand is the highest priority issue that we would like to address first before we make any other adjustments. There are many other adjustments we would like to make, but if we make too many adjustments at once, the following issues may occur:
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
- The balance is shifted too quickly, possibly making the game worse
- It is difficult to see improvement because too many changes are made
- An unexpected adverse effect occurs due to the changes overlapping
In response to us making adjustments in stages, many of you may feel that we are not making enough adjustments, but we hope you understand that our plan is to continuously make adjustments.
Also, when leaving feedback I would like to ask that you provide detailed opinions with suggestions for improvement, rather than simply stating whether you like or dislike a proposed adjustment. This would be very helpful for us.
Now, I will address some feedback that has been submitted.
We understand your concern that players will simply switch to their strongest jobs due to the removal of the necessity to proc weaknesses and we’re carefully planning to address this issue.Quote:
I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content.
In order to avoid content becoming monotonous, an idea we are looking into is not completely separating weakness and loot by increasing the maximum bonus attained through cells and other ascent items. As a result, if there are few players involved, using cells will replace having to proc weakness, and for larger parties, it would be possible to avoid paying the high cost for cells by procing weakness as usual.
We may discover some issues with the above proposal upon our extensive review, but we believe that if we completely separate weakness and loot, it is inevitable that players will lean toward using only their strongest jobs.
In order to allow creative freedom in battle, it is necessary to improve the effects of procing weakness, so that it is more enjoyable to use various tactics to proc weaknesses rather than resorting to using the strongest job available. This is a long term goal for us, so it is not possible to make this change all at once, but we will be taking steps one by one to achieve this goal.
Please let us know what you think.
I'm sure this sounds sadistic and kinda selfish, but as one who does not participate in Voidwatch, I like how lucrative selling Voiddust is.
While I don't know the system well enough to comment on the flaws, I do hope SE implements the changes to make it a more rewarding experience for those that do participate. I remember how horrendous Dynamis was in the old days, waiting month after month for my MNK relic armor to show up.
You're still NOT hearing what most people are saying. That is, Proc'ing for Weakness is NOT an issue. It's clear for those that are willing to spend the time in doing VW, getting cells and stones are not an issues. The BIG ISSUE that most players agreed here is the the current Loot System. This Insanely Random Drop matter is making it such that you have players who has been doing the same NM for several hundred times each time with full LIGHTS and TH and still getting only Logs and Ores.
Here are some suggestions:
1. Make it so that the player who has already received the RA/EX don't ever get it again. Items in the chest are generated on the server side already so it would not be hard at all to implement this. In this case, when an RA/EX that were supposed to go to the chest that a player has already acquired, make it so that it would go to another player.
or
2. Another idea is to instead of making it so that RA/EX item can only ever go to one person. Make it so that ANY item can be put into a community pool. So when a player received another RA/EX item, he can place it into a community pool where anyone that was in the alliance when the NM was popped can lot on them. This way, people who dc'ed mid fight can still possibly lot on this item. [This was one of the idea that has been expressed in here before].
or
3. Give us some sort of point system where after perhaps 100 or 200x successful killing of the same NM, you can choose to select 1 RA/EX item from his drop list. This will give the event the longevity that will be needed but at the same time still gives HOPE to the players that there will be light at the end of all their hard work. So worst case for any player if they're truly unlucky, after 100 or 200x fight of the same NM, they would at least received something in return. [Feel free to change number of successful fight from 100 or 200 to something that is reasonable. 100-200 is reasonable whereas 1500 would not be reasonable].
Other ideas?
VW is a good event, the loot system is terrible. That is 100% of the issue.
The same mobs get killed over and over because thats what it takes to get the drop you want. Keggan was fun the first 30-40 times, the last 100+ have been a grind, I would have much rather been fighting other VW mobs.
As more content is added it will be harder and harder to get VW items or keep people interested in VW. Especially if it is going to take 200+ kills to get some items. I have 1000 VW kills under my belt and one body drop and its Anhur Robe something I'll never get to use.
If the loot system was better people would explore the mobs that are killed only for advancement reasons, until then the same few mobs will get all the attention.
Quick fixes: Raise the cap on Rubi lights (greater chance at a decent drop), lower the cool down for new stones.
Like I said I don't know much about Voidwatch, but just thinking off the top of my head, maybe a good fix would be to eliminate Rare/Ex stuff from the drop pool all together (leave sellable non Rare/Ex stuff in there) and just have some sort of points system, like Therion Ichor or Nyzul Tokens or something, so that every run is SOME sort of tangible progress. Even if you had to do 100 runs at Kaggen or something, at least that would put their minds at ease that it would ONLY be 100, instead of several hundred.