Ah yeah you are right they are a bit tuned up though there seem to be less players doing them too, Harder a bit and less people lol
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Ah yeah you are right they are a bit tuned up though there seem to be less players doing them too, Harder a bit and less people lol
This change needed to happen. It was murder trying to do FATEs on arcanist from 1 to 50 b/c battles would end before I could start using my rotations.
I'm glad FATEs turned out like they are now. Now they add at least a little bit of danger to the world instead of making the FATEs act as XP piƱatas only.
Fates didn't make bad players, that's just silly. Idiots made bad players, and still do. Doesn't take a genius to know that if your tank is @ 25% health, cast a cure, not more stone II's. Or if your healer has pulled hate to try some kind of enmity tool to get it off the life of the party? Sure fates are pretty mindless and don't take much thought, but if you're on PLD and don't know you're a tank, there are bigger issues than easy exp. Even if they were new to MMO's, just look @ how others play classes. That's how i learned on my first MMO FFXI.
I have a solution to make everyone happy: nerf xp from dungeons and FATES. Bring back old-school open-world mob grinding.
Need a party of four or more to kill something that gives a decent amount of xp. Make the level difference required to get good exp somewhere around +8 to +10 so that the mobs actually have a chance of killing you if you aren't playing your role correctly.
Am I right? Guys? ...Guys?
/only half-joking
//more like a quarter
"QQ fates are to easy" "QQ All anyone does is fates" "QQ change fates"
Patch 2.1
"QQ fates are hard" "QQ why cant I find a gate group" "QQ change fates"
So you are scared you might actually fail a FATE, that you actually have to play your role to complete a FATE that you can't spam one button to complete a FATE to finish in seconds and mindlessly roll over the next one. You are making an overall assumption that no-one is doing FATES yet when I travel around the world I see FATE parties running around clearing them and/or looking for 1 or 2 members.
You state little to no-one is doing FATEs yet you also say that they are scaling up so "no-one" is able to complete them. If, as you say, no-one is doing FATEs then they will be as easy as they were before and you clear them as easy as pre 2.1 as they wont be scaling.
It was in reference to "editing" my post when quoted to blah blah blah. For jobs I'm levelling I mix it up with it all, Low level roulette+Guild hest Roulette, specific dungeons, battle leves and GC leves, beastman dailies. and FATEs.
One thing I can agree with that has been mentioned is that you should be able to que solo whilst in a party for DF and/or even with your chocobo companion summoned.
People complaining the world is barren now. It was barren before, except for those few zones where people zerg fates.
I for one like the changes. Now it is not about... omg run run run fate fate fate. The combination of Fates, Dungeons, Leves, guildhiests... make life so much more enjoyable.
I honestly don't see what the problem is. I knocked out my last two levels of whm fate grinding last night, so its still a pretty quick way to level. Yeah, some were a bit harder than I remember, but we're talking like extra minute or two to complete. Still faster than dungeons.
Moreover, as someone who also plays in the early morning, its also nice that me and like one other player can take on a fate because no one took on the last one. Between levequests, dungeons, and fates it feels like there is variety of ways to level and using any combination of them will level you pretty quickly.
FATE's are really hard now, way overtuned.
I disagree strongly with this statement.
Each dungeons level range introduces a new skill and trait to your class/Job. Starting with your very first skills, by doing all the dungeons in order, fitting new skills into your existing rotations eventually builds you out into a full endgame rotation.
Granted, some people just don't understand the mechanics of their class (BLMs spamming Fire 3, Monks nuking from the back only, never flanking), but the leveling 'curve' and the dungeons together, present learning environments to place new skills into a workable rotation on mobs that last for more than a couple of hits. A Dragoon will never learn a proper rotation without ever setting foot in a dungeon, it only takes two Full Thrust combos to kill most anything in your level range. Same goes for Monks and Black Mages.
Dungeons provide an excellent environment for learning your class, and how to make the best of your skills in a party.
FATES are supposed to be hard, not mindless spamming 1 button and auto win. Have you not played other games with FATE system? You'd actually lose quite often if there wasnt enough people around to do it. I remember when I played GW2 I lost a good number of them because mobs would just zerg and we didnt have the man power.
With the new system, you shouldn't be stuck in any one place now while fateing. Just grab your group and go to some obscure leveling area that no one goes to. No one is doing those fates, so you should be able to down them quickly now.
Fates are awful now, 3 fates spawn and once you have one completed there is no time to finish the others. Fates were a fun and fast way to grind. Dungeons being boosted in xp is great, except for the freaking 30min Q.
I grinded FATES and battlecraft leves most of the day yesterday. Had no issues with FATES. In fact, was even able to duo most of the L45 bosses with titan as tank. I noticed only a few people run them now. Most I ever saw in a FATE was about 5-7 players. I did battlecraft leves while waiting for them to respawn too.
Actually this happen way more often than you think. Once people in the FATE party figure out that killing the next renegade camp FATE or Couerl King is gonna take them upwards of 20 minutes each, they leave to do something more profitable. It's just common sense really.
I've seen Full Parties that disband quickly once we hit that one FATE that seems to have SSJ mobs and is probably gonna run its full timer. It's not just that FATE's got harder, but the xp/hour got cut dramatically to the point where doing pretty much anything else is better.
This works both ways. When nobody is doing fates the difficulty will be lower.Quote:
This is a stupid change that needs to be reverted... I can't do fates because last time it spawned there was 30 people? now my 10-15 players are gonna die..
i use to be able to lvl a class from 1-50 in about 2 days doing fates which was nice. its taken 3 days just to go from 45-50 on my whm because que times for duneongs take for ever. i do the roulette for hte bonus thats good xp but doing the roulette and getting lvl 15 dungeon sucks when you do not have hte bonus. So i que for AV which takes about 30-35 min before the queue pops then i get stuck in groups where the tank cant move away from 100 tonz swing. and we wipe for 30min on that boss.... this is not an effecent way to lvl.
You've got people who prefer dungeons, people who prefer fates, and people who do whatever gets them there the fastest.
I don't think you're ever going to see them intentionally patch the game to drive players away from dungeons, because however great fates are, none of them are required for new players to complete the main scenario. No matter how 'balanced' you try to make it, that 'whatever' group is always going to be binary and find some statistic or strategy (no matter how insignificant) that takes one path out of any available and makes that THE fastest and only path they'll take.
SE announced from the start that the focus of the game was going to be on instanced content in a theme-park (Yoshi used that term himself) formula, so it really comes as no surprise that, when dungeons were starting to take a hit and Fates were more popular, they'd patch things up to reverse that.
People should have choices in the game it is clear by the limit break party nerf and the pvp forced tank healer dps dps make up that they only want you to play the way they chose for us.
They first were all about fates then they nuked fates by making the mobs raid powered, so now people are forced to use duty finder since you can not quest level after the first time.
Leves have limits and do not refill fast enough to use them to level, fates are now overpowered and you can not find more then a group of 5 doing them from level 10-50. Duty finder bonus xp is only for tank or heals and if you get a pop below your level then its wasted que time and no xp from it.
They should take fates back to pre 2.1 and also leave the duty finder bonus but include a higher bonus based on the level of duty that pops. (like if im lvl 30 and get a lvl 10 it scales the bonus x3)
Rasing the leve per day regen use the per day cap as the refill amount as well.
I don't understand why people aren't doing battle leves and FATE's in between waiting for dungeon queues? I leveled CNJ/WHM almost entirely that way and it was extremely fast. Obviously queues are longer for DPS, but just more time for FATE's. You can practically solo most of non-boss killing ones like 'kill so many of blah' or 'bring these items' blah.
I made a goal to do every dungeon with each class I was leveling at least once, and it's given me a lot of great perspective/skills. No one is asking you to do Sastasha 40,000 times.
Lately I've gotten Cutter's Cry, AV and Qarn. It's been mixing it up a lot for me lately.
But after I get that first bonus I do my own manual roulette, selecting certain dungeons I've an interest in. Hoping to avoid Garuda as long as possible. I do not want to do that one in a roulette pug.
I was on mateus and even in a low pop server I grinded out my war to 45 then switched to gilgamesh and grinded out 45_50 in one night. Fates are not dead. Also I think it's good to have multiple ways to achieve 50. I ran dungeons and leves while I waited for people to party with so overall I used every method I could. Also to the people who say that fate grinding is boring and the worst way to level. You.. You just blew mind. What MMO have you every played that
Gave you a objective
Kill said objectives
Get reward
Or
Gave you a objective
Gather said objective
Get reward
Both fates and dungeons are build on the same formula regardless of game that is a mmorpg so please just.. Don't say anything you make yourself look stupid.
what really sucks is new people are hosed. If I would have known what they were going to do I would have done jobs before working on crafting. I better hurry and finish crafting before they nuke that too
Titan or Ifrit I'm fine with. I've gotten Ifrit a few times. Haven't gotten Titan yet in Roulette, but would enjoy it. I've had good experiences with Titan.
Garuda, though, is another story. I'd do Garuda with FC members, but Garuda pugs just seem to bring out the worst in people.
Just 'cause it appears to be happening here to, i really have to ask 'Why'? Why are so many people unwilling to ever think that SQE could ever do anything wrong? All i hear in threads where someone has a (more often than not) legitimate problem with something the game is doing, they get mobbed by people who only seem to a variation of "You just don't get it! SQE didn't break anything, they fixed it! I don't know why people just don't understand that SQE doesn't make mistakes!"
The changes made to fates are bad ones. The fate system should not care how many people did the fate before you, it should be based on how many people are doing it, as in actively engaged in combat; That may mean increasing or decreasing hp by a percentage based on the number of people and the intended difficulty of the fate, at certain amount of people in the fate new abilities are unlocked (or locked out) to control damage potential.
SQE has systems that track who has aggro on enemies; the amount of targets with active aggro on enemies should be enough to determine how many are active in a fight and how the system needs to adjust itself. Instead of giving SQE free passes on everything, maybe they should actually be held to a standard.
I don't know what it is I've been doing wrong then but FATEs don't seem any less harder or easier than it used to be to me. NM ones still can't really be soloed, and ones with multiple targets will still endlessly spawn. In fact, the only noticible change I've seen is that individual mobs in FATEs no longer give exp - you only get exp by completing the FATE, obviously to stop exp parties abusing the system and to balance it out with dungeons and guildleves giving more exp. And people are still doing FATEs regardless - on Ridill there's still tons of players still hanging around Dragonhead in Coerthas to do every FATE that pops nearby, including Svara.
EDIT: also I was slightly mistaken about exp gained during FATES - you can still get exp but you actually have to be now the person getting the killing blow on an enemy. Just hitting it a few times will not gain you exp for that kill unless you are the one to defeat it. I watched my battle log carefully when I did some FATEs in Coerthas yesterday and pretty much confirmed that.
I get what you're saying there. I think though, that if a FATE is done by a group of people then SE is assuming that that group of people are grinding FATE's (a wrong assumption I know) and that that same group will be BACK when it respawns. They saw that people were GRINDING FATE's so hence this really backwards system of scaling. Rarely will a group finish a FATE and then just up and go about their business. They generally grind FATE's in the area.
I agree though, it's silly.
The problem is, they take so long to complete that is better to just move on to the next and come back later (or don't).
Having buffed the dungeon exp was enough to make FATEs last more, no need to do this horrible scaling.