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I don't think the problem here is with FATEs, I think the problem is poor incentive to A. play a tank and B. do dungeons at all. The experience you earn in dungeons isn't close to what you get in fates, trash mobs drop absolutely nothing, reliable groups are much more important in this game than most MMOs (one-shot mechanics).
As for the shortage of tanks, I'm honestly not sure what the best solution is aside from offering them a better reward for dungeon completion or somehow giving their classes (jobs) more utility and advantages to match the shitty aspects.
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Quote:
Originally Posted by
Axaron
What he said.
Tanks get treated like crap if they don't do well. Seems to be the best scapegoat an entire party does when things go bad - blame the tank (or healer or both). So ya... it's understandable why there is a shortage.
As for FATE versus Dungeons, I like FATEs more since people tend to be more outgoing and there just more fun for experience points. Dungeons can feel like a chore and it kind of sucks when you don't get any reward by the end of it. The trash-mobs in any dungeon need to drop stuff to, which will give players more incentive to actually want to eliminate them prior to reaching the boss - not just a lootbox that gives 1/4 or 1/8 chances of getting something for any player.
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I have run lots of fates but for the massive amounts of experience and i feel it becomes like a routine fate spawns run and kill it go back wait for new one to spawn i would rather do Dungeons for the fun and the actually need for co op but it just doesn't yield the exp or any worth while drops because even if you get something good you cant really make money on it either trying to sell it on the market. I miss the old exp parties of FF11 I do wish there was more to dungeons maybe for exp or something to make ppl run them more.
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Saving up my dungeon grind energy for when the rest of my FC gets 50 and I need to run AK 500 times as one of the only two tanks in the FC.
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When dungeons give me 1 level an hour like fates do and give me GC seals then I will gladly do them otherwise I will just continue to do FATES as they are far faster and give way more experience on top of that give me GC seals which you need tons for later GC gear.
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FATE content isn't the problem, it's the solution.
It's one the better aspects of the game. That and 90% of the problems at launch were tied to instance crashing. People don't want to find themselves at the log in screen with an error popping up.
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I don't think i ever want to see FATEs nerfed, But personally following 80 Folk to do a FATE that ends in 30 seconds of Blinding lights, AoEs, and hysteria isn't even remotely my idea of a good time or fun... But... FATEs are great ways to grind out some levels.
Personally, Instead of nerfing Fates in any way, they should buff dungeons. Make them a nice alternative to FATEs. Gear doesn't seem to be enough for this era of MMO patrons, so to them, dungeons have no reason to exist pre50 other than story. Though they are really fun when you go in with people you already know, personally i have a BLAST going in dungeons with my friends. So its not like they're bad.
I think for Pre-50 Dungeons, Exp gained from Combat should be about double what it is now. Making it >/= to FATEs. Maybe throw in a way to get seals that don't involve "Greed"ing every Pink/Green item that drops.
12 curse this 1000 Char limit.
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The FATE system is a bit broken. Too many people are FATE farming and FATE grinding that nobody is learning how to play their respective classes properly, which leaves for poor performances in required dungeons. And it's blatantly obvious.
People form parties, pretty much AoE mobs down, and before you know it FATEs are finished within a few minutes. This seems to be turning into the new "power leveling" method.
FATEs are a great aspect of the game, a credit to GW2. However the rewards system game-wide needs some heavy consideration to create balance. Increase the item to coffer rate in dungeons, for example will give more incentive for players to run dungeons. How about some random trash mobs can actually drop an item chest/coffer? Perhaps when a FATE is completed, participating players get a random treasure chest in their inventory that they can open which has the chance for a nice drop?
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I've been purposely avoiding FATEs and just queuing my secondary classes for dungeons for XP so that I can get gear for other classes at the same time. Yeah, it's going to be slower, but I'm finding other things to do in the meantime, such as gathering and crafting. I can't stand the FATEs where you see hundreds of people training to them and AoEing everything or 15 min bosses dying within 15 seconds.
By the way, fix how contributions are doled out for Behemoth and Odin. I managed to stay alive for a whole Behemoth encounter the other night and had yellow threat on him as a BLM. Got a Bronze medal.
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I have one major issue with FATEs:
Some players do nothing but FATE grind, then queue for A. Keep and/or Castrum
and they have absolutely no idea how to play their class. Also, I'd say 80% of the
time they are in level 38-40 gear. Tanks get 2-shot, have no idea how to generate
threat. Healers spam Medica II then wonder why they are getting crazy amounts
of threat.
I haven't used DF in 6 days because of this. I only run with FC now, as it's getting
a bit ridiculous. I'm not one to tell people to not FATE grind, but take some time to
learn how to PLAY. You can't just run into dungeons and raids and blast everything
with AOE and low level gear and win the game. Sorry to burst any bubbles here.