The FATEs in the Alexandrite part are optional. It was also possible to do it with only daily expert and Hunt. I tried it once with FATEs, found the drop rate abyssmal and ignored the FATE option for this step.
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I know but you saying that its flawed (while it strangely is still one of the most disliked content ingame if you read posts from different forum) does not mean that my opinion is completely wrong or means that I have to change it. ;) Also you said that fates where not used that much since 2.2 which was wrong too since they still were quite the part in 3.0. Maybe I was wrong to post that its a big part of the game (but imo it still feels that way) but the rest is my opinion and people asked for our opinion.
But this will be my last post on this otherwise we will derail the topic even further...
I think we have heard they are working on a 4.0 version of PotD (cant remember where that source was) but I cant remember if they were reviving Diadem for a third iteration. If they are then having FATE's in both Diadem and Eureka would make the content almost indistinguishable from one another (aside from the elemental stuff and the reward. However, if they were not going to try reviving Diadem, then FATE's in Eureka could very well be a huge possibility as it could be a way to merge concepts together for one (hopefully) decent piece of content that isnt DOA.
You misunderstand me, yes they were optional, but the other option was 800 tomes per map after you got the one free daily quest EX Dungeon run out of the way. The Alex drop rate was about the same as the Atma, and huge teams ran around at all hours grinding them in various zones because it was faster than paying 800 tomes for a map.
Eureka sounds good so far, but it will probably make or break the expansion for me. Here's hoping they've taken this time to make it everything it needs to be.
Look you are mistaking one thing, I'm not saying that FATEs are good or well liked I'm saying that after 2.2 they toned down considerably the presence of FATE related activities in-game because in 3.x it was used 2 times in a heavy format and 1 for a mayor collaboration. As I said before if you were to say that FATEs are used too much in-game during 2.2 times I would have nothing to say against but since we aren't and the game changed because of the backlash I will say that this claim is objectively false.
@dracklor: the tome thing might've been step however it meant that you had a choice of either doing FATEs or running dungeons, if you hated FATEs why would you do them when you had a choice? This especially sionce some ppl hated the RNG mechanics behind the atmas
Anyway let's end this here
I'm just really hoping that the elemental wheel doesn't turn into everyone going with just one particular element because one particular sixth of the zone (e.g. the water mobs area) is the most efficient, as is allocating all your resources into one type, only to yell at each other when that sixth gets overcrowded.
Because, honestly, that sounds like the XIV way to handle things.
TBF pack mentality is a common thing on MMOs nowadays, though since you get less experience in party you might want less crowded areas to keep the chain bonus going if normal enemies have a tap mechanic for exp reward
this gave me MMO PTSD just thinking about it, because it's so likely to turn out like this.
Im hoping its something like, Tank is spec'd Fire to grab Fire adds while DPS are both spec'd water to take them down faster. Then if you need to go to a particular area for w/e incentive, you either have to change it up or /shout for an appropriate party.
It really depends on the "cost" of switching up the element wheel and how strict/lax it is.
Generally, by creating not categories, but rather physics systems that each have their relevant interactions.
Essentially, you use such factors as mass, heat, charge, and saturation.
The main idea though is that then even something aquatic can be beaten with water, if it comes in overwhelming force and is used in the right ways. And as your likely to fight an aquatic monster in a water-filled area... it's also the most available. Obviously numerous undermechanics would be necessary, but the balance lies in tactical contributors, not damage types. Your goal wouldn't just be to pound it with water til it stops moving. You'd be trying to deny it things, move it, etc., by use of that water, just as you might by vaporizing the water around it, or creating islands via earth. Electrifying it will be fastest, but, if the fight is at all interesting designed, that'll also be the hardest thing to do, at least after you've already done it once.
The wheel is made in a way that you can set defense and attack favorable against the enemy you are fighting against, so there's no need for the specific situation you are describing, not to mention that if your dps are doing +300%+ dmg against a target, keeping enmity will be nigh-impossible if you don't have the right element.
As for how often we can change the element wheel, that is a good question, because in the prewiew the wolves and the monkeys had different elements and were close by, since we cannot use mounts and enemies have a longer leash I do wonder how exactly often we can rotate the wheel
isn't the elements set up so you want to at least but 1-2 stats in every element and not just going max one?
like the first point was 50% or something and second goes to 75 or something?
i just assumed the best path would be 3 of all stats and 2 stats 4 that way you are 80% every stat with like 90% on two/
The level cap is 20, if you get 1 point to spend each level you have 20 meaning you can cap 4 elements, after that you need to rotate the wheel which depending on mob placements and reset timers can be as good or not
Take notice that since mob damage goes up to 50k 50% dmg reduction won't be enough
also having 5 in a current defense element it's a possible 5 in offense too
Mhm... 50k on a black mage. That number is likely going to look a lot more tame on a tank.
Scaling in the preview was like this: 28, 52, 72, 88, 100 (%). 20/5=4 each -> 88% on everything. Not sure how that's supposed to work with defense, as 100% defense... I dunno. That doesn't sound likely.
I'm going to wait and see there.
those were trash mobs, It's made so you can also solo them as such the class you are in shouldn't matter
But in the end we can only wait and see
they were also lvl 10 when yoshi was lvl 5 we don't know if there is a damage difference if lvl is to far apart
or if they can have secondary elements which plays in why they hit so hard so having it so you take 72% less damage in all elements may be better then 0 in 2 and 100 in 4
Only 1 defense and 1 offense is active at any time however, else why having the spinning board around at all?
you know what? forget what I said, I got it wrong, but thanks actually, since you made me watch the video and you might be right :D
a few points i want to make
its says 100% attack/defense but chances are its 100% less which = to 50% total unless it means 100% more damage to then defense too. like you would go from 500 power to 1000 power or 2000 defense to 4000.
we have no idea what monster element lvls mean a lvl 10 monster is that 5 in two stats or 10 wind?
6 stats with 5 lvls in each is 30 lvls to max meaning if you were to lvl them all they can all go to 3 with 2 stats left meaning 4 lvl 3 stats and 2 lvl 4 stats so most are 72 with 2 at 88%
lvl difference damage/sub element damage from the look of the video while he rotated the board it changes the lvl given to each element not active element BUT it does show which stats are main for each monster showing you which you wanna pump when.
sword shows its making you hit harder to the monster and shield showing its doing less to you they aren't in set places its just the go to elements for that monster
also my biggest point here is these are 128 man instances meaning unless something can survive being hit by 100 people zergs element means very little.
As long as the AoE cap exists, open world bosses are inherently limited in terms of how threatening they can be.
Currently, it seems like they're capped at hitting a max of 24 players at a time, which is nothing if said bosses are meant for 100+ players.
Ye that is a problem idd, the game engine gets wonky after a set amount of ppl are engaged against a boss, sometimes it happens in 24 man too
I get the feeling that there will be certain patterns in that wheel that are going to be optimal and if you have anything else, you will be doing it wrong.
release date is march 13, on tuesday.....that this mean maintenance will be monday 12/13 so we can play it tuesday, or maintenance on 13/14 so we can play wed?
so far I'm liking the concept, but I have a bad feeling about implementation. What I've seen of the video suggest open world mobs, and with the amount of people pouring in when it's released I'm expecting them to vanish pretty quickly, (usual salt will ensue, of course) Add to that the typical problems with hunts/big fates, plus some crashing and emergency maintenance.... I hope it all goes smoothly, but I'm not really expecting it.
At first it's going to be a real nightmare, I think. That goes for accessing or even just trying to do things there. But...hopefully they'll stabilize it after emergency maintenance #5 or 6, possibly 7. I also hope that they accounted for the zerg mentality, otherwise it's going to be bad. Really bad. This will probably be the first thing I do once the servers come back up, despite that little voice in my head telling me not to because of said issues that will no doubt occur. I've been waiting for this since SB launch so...really, really looking forward to getting in there and seeing what's what.
Depends the Rules they use for the instance. In Diadem it was I think a 9 party limit. so 9-72 players were allowed in a single instance because the instance didn't allow past 9 "parties" in which a single person counted as it's own party.
With Eureka they have said the limit is based on people this time rather than a party limit so it could extend to 200 or extend to 72. However it would be an awful idea to do 72 since it would get messy trying to get people into the same instance especially in the case of those that have more than 8.
Granted their logic may be this content is only designed for 1/4/8 parties so they won't put much effort into allowing bigger parties/FC an opportunity to work together in Eureka with ease.
the only thing i know for a fact is 128 people will be per instance.
the only confusing part is the prompter said 128 while the quote in the summary said 144.
so the instance is either 128 or 144 no clue which.
http://forum.square-enix.com/ffxiv/t...=1#post4573624
Depending on how this works, this should have just been the overworld in general. Death penalty, scary monsters, good rewards, a reason to be in it aside from the quests you complete once and they are done.
I hope we get some cute glamours with the patch tomorrow.....
Part of me wishes that "Eureka" would have been a revamp of the existing overworld rather than its own special area.
Or that at the very least they'll consider expanding the things people end up liking about Eureka into the overworld content, essentially turning Eureka into a live beta test of overworld ideas.
omg omg omg omg omg... I need this!
https://img.finalfantasyxiv.com/lds/...0312_iw_11.png
What? a T-rex? Finally I can have a T-REX? FOR REAL?
(The t-rex world boss on wow only dropped a triceratops......)