For older fights, it'd be nice if they made it so that if you clear it synced, the drop rate increases significantly. It would boost replayability of this game's dead content.
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For older fights, it'd be nice if they made it so that if you clear it synced, the drop rate increases significantly. It would boost replayability of this game's dead content.
Here is the real answer why this situation happens. Yoshida's insistence that good players are supposed to carry the bad ones. EX PF after the first two weeks is just a menagerie of 80% GCD uptime window lickers who require tank LB to survive a simple "look which of these massive planets is moving and run away" mechanic. Yes, doing 99 runs in two weeks isn't very enjoyable. But doing a run a day when it takes you an hour with three disbands for a single clear is even worse.
Yes. Players torturing themselves = keeps subs running. People are silly to think there are not revenue analysts on the FFXIV team looking at trends for YoshiP and seeing "yeah 99 works, there is this % of the player base that keeps repeating these fights, leave it as-is until the content is outdated".
Endsinger EX content would be absolutely dead content by now if the drop rate was say 50%. These fights don't have a lot of replay value in the first place because they are much easier nowadays, mainly just i395 weapon for alt jobs, useless for those clearing P4S for months. Nothing to really use i395 for, it's not good enough for DSR ultimate, basically saving tomes and page/coffer drops.
I really don't think 99 totems is that bad since you get 2 each kill.
It's not like you need to grind it in a single day either.
I find gear RNG to be significantly more frustrating to deal with, mounts aren't tied to power they're more of a bling thing.
Having to get 99 or hope you win, just makes me not want to ever bother with these extremes until the content is out of date, and it can be farmed quickly and easily.
Agree'd, And Pretty much what I do.
The content will get played. But if I want something out of it, Im gonna wait for new gear to unsync it and farm it.
Way more efficient and a better use of my time to get 5min or less runs for loot, then 10-20 minute runs for loot.
Especially when RNG is a ***k and doesn't want to drop what you want right away forcing more runs.
Hyperbolic doesn't help making a point. I got my 100 totems, and never had a clear where tank use LB for mengerie, I don't even know it's a thing. I paced myself out. Not strictly one a day, but like 3 a days, and there are days I don't run at all. I also play like 4 alts ... so I run far more than an average player well pass the first month, and I'm 100% PF. I'm on Aether though, so maybe it's a server group thing. I haven't run EX since DSO dropped so tank LB may the new Meta, but it's definitely not there in the first month.
Yes there are the occasional bad days, but overall it's not unpleasant. In fact, I have habbit of running EX well into the hundreds, I think I have like 200+ on most of the SB's EX and some of the Shadow Bringer, and 100+ on Zod and Hydaline. The important point is "mentality". I go into these fights under multiple reasons, not a singular "getting the mount":
- I like the fight.
- Way to help cap my tome for the week.
- Way for me to practice alt classes. (This is important because it keeps the fight fresh).
- Way for me to get easy good weapon.
- Way for me to get totems toward the mount. (It's just one of the many reason, not THE reason)
That's why I grind yet doesn't feel like a grind. I never go into the EX when I don't want to but feel like I have to. Yet in the long run, my progress is no less advance then the people force it on themselves (then complain).
With 4 active alts I probably play more than most people, but my mentality is always think about the fun first. It's a game people, it only becomes a job because you turn it into one.
I'm still feeling bad about one SophiaEx farm I was doing with 2 of my friends and 5 pfs back in HW. 7/8 people got mounts, everyone was super determined to get that last mount, but it had been LONG farm and the last mount just didn't drop. After more than generous numbers of "the next will be the kill! :)" kills, people really had to get off game and do stuff like eating and get to bed for night.
Oh yeah, sometimes RNG can be cruel. It's unfortunate when that happens, but what can you really do? Sometimes it is best to give it a rest and try again later. In the event that happens, I wouldn't expect everyone to stick around for the next however many minutes/hours on a maybe. I'd accept my fate and try again at a later time. If I'm not on the receiving end of that scenario I will generally stick around until everyone agrees to disband, but I don't expect the same in return.
Nice way (not) to deflect, and I see you must love using hyperbolic.
Last piece of advise, it's an MMO, you always gonna need other 7 people to play with you, unless you have 7 friends playing with you (which from the way you talk, I would assume you don't). Holding your fellow players to such contempt will simply make it harder for you to find fun.
I have a static, and even them tell me PF run in my blood. I think the main reason that allow me to enjoy PF is simply because I accept and appreciate the people on there instead of antagonizing them. Most people don't realize on average we all live the same life, but some find content, some even enjoy it, yet some can not help but think of themselves being miserable. The differences are all in your head. :P
How about instead of reduce the total needed. offer players bonuses for good play. for example:
Clear the fight. you get 1 totem.
Don't die or get avoidable debuff stacks. get a bonus totem. making it 2 per run.
Admittedly death might not work as with this playerbase if someone died they'd nail the healer with the blame no matter what. but mechanincal profecieny could work pretty well.
The game needs to do more to incentivise players to step up there game..
This is actually a pretty good idea. The Bozja system where you get 1v1 fights that feel like solo EX fights could easily be added to the main game in terms of rewarding the player for exceptional performance that can track various class architypes (rewarding dps for breaking a certain amount of damage, tanks for mitigating a certain amount of damage, healers for healing/shielding damage fast enough, ect.). Just complete the synced ex? That's a totem. Complete it and avoid the AoEs and do your mechanics properly? That's a totem. Complete it and pass an architype bonus like the previous examples? That's another totem! 3 totems for going above and beyond. A single totem for that sloppy clear. I would really enjoy that system, even if I had to do older ex fights synced.
Welcome to MMOs.
People should just stop pretending this game is single player when clearly is not.
You group up, you kill stuff, loot drops, you roll... that's a core MMO concept.
Adding any extra incentive like that will only fuel any toxicity that might be there. It's not going to help people perform any better. It might even drag things out because people want to back out and restart if there was a wipe.
Do it whenever you're comfortable. The system doesn't need any kind of attention. Dealing with randos provides random results. :rolleyes:
I'd question how is that any different than now. People frequently drop groups after wipes especially when a party is labelled farm party and people die in the first 30 seconds.
So adding extra incentives for good play could actually encourage people to at least try and make more of an effort..
Especially if it was individual more than group. So the debuff stacks I mentioned above.. if you clear the fight and don't get any avoidable stacks you'd get the bonus even if everyone else took them and didn't get the bonus.
I'm glad there is an RNG cap with the tokens. I wish it was 50 instead of 99, but I'm just glad that there is a cap for many of the Ex mounts. Many other mmo's have no RNG caps at all.
EX3.
Overboard on difficulty...
Hmm...
Lol.
Yeah it's normally 1, I can see if you buy weapons for a bunch of different jobs instead of relying on the chests but honestly I think 99 totems over the course of an expansion isn't that bad.
But I kinda view it as the big mount you get after collecting all of them as the real reward.
And that's not a thing until towards the end.
Personal loot is a thing in lots of MMO and something I personally want to see.
There would still be RNG involved with mounts tho and I wouldn't mind them being something the group rolled for still even with personal loot.
I think the way the mounts work is totally fine, mounts should have at least some semblance of rarity to them and that does mean that they will either involve luck or time investement.
When there's no such thing everything kinda loses its meaning.
I can see fight length as an argument for hades ex because of how much downtime there is with nothing happening because that's pretty draining. But for diamond ex and endsinger ex that wasnt really the case. They just gave 2 totems for no real reason. Something I'm very glad about tbf but I wouldnt say the current system justifies those cases. To be clear however I would change the current system there instead of following it more strictly.
Diamond Ex was pretty rough for a lot of groups in my experience. I think it more than earned 2 totems for a clear. It was quick if everyone knew their stuff, but it was quite an ordeal if they didn't, especially in the 2nd half of the fight. It took me a couple lockouts in total to clear Ruby and Emerald Ex. It took me days to clear Diamond Ex because I couldn't find a good group.
Endsinger also has two mechanics where you have any personal responsibility.
One is just stack in middle then run to the side and soak towers, the other all you need to do is note which is the mid stack for rewind and just go to your spread position if you don't get that one.
On every other mechanic you can just follow the group there only really needs to be a single person who knows where to go, was the same in EX1.
It's kinda unfortunate tbh and I really don't like it, I hope it's not something they're gonna keep doing.
But Endsinger giving two totems because of difficulty or time to kill just sounds strange to me because it's neither difficult nor does it really take that long to kill.
you enter a mount drops everyone needs it... you got 1/8 chance to get it... even if you roll as low as 20 or whatever.... based on how much mounts drop from the new content, is rare, 99 totems in many or most cases is the fastest way to get it, unless you want to go 99+ totems.
99 totems for a future mount, is fair, also everyone got the same odds when rolling for one.
Make it so the mount only shows up after the final boss is killed. All rare drops should work this way.
When we evaluate difficulty, it's relative to other EX, and the average skill of PF during the first couple months. Not after everyone one had enough practice to master it, or people play with a high level group.
If you talk about the easy one, you need to talk about the harder one too. The planets things killed a lot of people, and one of them immediately followed by a soaking mech that if you had lost 2 or more people prior, it's almost a certain wipe. Comparing to say ... Ruby weapon, which deservedly to be a 1 totem fight. If you die, it's just your business, that's why party can have 10+ deaths and still clear. The one mechanic that can potentially wipe the whole group (catching meteo) requires you to be deft or sleeping on your keyboard to fail, as oppose to End Singer an average player can be attentive and still have a high chance of failing the execution.
Mount rolls are fine because you're guaranteed to get one within 50-99 kills.
Try filling up your TT card deck. ;-;