Please post your feedback related to Wildskeeper Reives in this thread.
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Please post your feedback related to Wildskeeper Reives in this thread.
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.
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.
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 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.
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.
I would like my 75k bayld back after spending 3 hours fighting yumcax to only receive 36 exp/bayld and no items.
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.
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.
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.
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.
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.
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.
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 is. Do the quest Order Up in Celennia library.Quote:
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.
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.
Why do you want feedback? You don't even listen to your player base anyway.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Have you read the wildskeeper threads? Go check it out and get back to me on how everyone should be doing them.
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.
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.
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.
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.
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...
Did SE really fixed drops on wildskeepers? i went today and got nothing!
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..
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.
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.
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.
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.