-
OC - Fate Scaling
I think there is something going on with FATE scaling, even on a low-pop data centre it feels as though the FATEs aren't scaling with the amount of people there. Pretty much noticable that as soon as a group of players start a FATE in many cases it goes from 0% to complete in less than 10 seconds, surely this can't be the intended behaviour.
-
FATE Scaling seems to be based off whos around when its pulled/restarted/etc. If you go up and pull it with 2 people around, it will be synced to be done with 2 people, If you pull it with many around, it will have a lot more HP.
The issue is that when its pulled right away, not many may be near, so its scaled to the puller, and not for the Parade of Players behind them.
Intended? Yes! Good for what is happening? No, But also yes.
And will only get more BombRushy as people get more mastery bonus and Gear
-
FATE scaling generally works based on the number of people who completed the same FATE the last time it spawned. Not 100% sure who counts as having completed it - possibly only golds, gold + silver, or anyone with any credit.
When the FATE spawns again, it will be based on that "last-participant-count" value.
You can see this in action as the instance locks and the players dwindle - suddenly the FATE takes longer than a CE to kill because the HP is through the roof.
I've *heard* people say that pulling it, then if it's scaled super high, running away to reset the mob can also reset the scaling, but I haven't tested that to confirm.
The other problem is that with so many people, the scaling mechanism has a hard time working because like 3-5 people can nuke a FATE before people without mount speed get to it, so the next time it spawns it's scaled for 3-5 players. Then like 6-8 people nuke it, etc. It leads to a longer ramp-up time in scaling because not enough people even have enough time to get there to be counted as a participant.
It's a weird problem to fix though because the FATEs are essentially worthless aside from achievement farming. (30 Silver vs 200 from a CE for example). I get the feeling that they are there only as filler and something to do between CE pops, but CE pops so fast that I ignore all the FATEs entirely after I got my 500 FATE achievement.
Also, only one FATE can be up at a time, so the faster you kill one FATE, the faster the next one pops. I've seen people suggesting like a 3-minute wait time to pull, but if you just pull as soon as possible, you go from doing 1 FATE between CEs to squeezing in 3 or 4 if you're willing to sit by an aetheryte staring at the map for the moment one spawns.
-
OC Fates are still worthwhile for people that RNG has screwed over and still trying to get their Atmas.
-
OC fates have value as something you can do between CEs for a little extra.
I agree, they're always dead too quick, regardless of what the underlying problem is on the back end. I'm not entirely convinced it is just a scaling problem though. Because there's one fate in the green/cave area that seems to have sufficient HP. But just that one. Everything else is consistently over in 5 seconds before most people can even reach it.
I thought fate scaling was 1) one variable for the whole zone (not per fate) and 2) dependent on the number of people in the zone, not just the ones who completed the fate? Otherwise why would we notice hunt trains having a negative effect on fate parties in the regular game areas?