Seriously. By like 1000% at least. The S's get torn down in like 30 seconds, and its ridiculous.
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Seriously. By like 1000% at least. The S's get torn down in like 30 seconds, and its ridiculous.
Devs have already stated that they're looking into ways OTHER than increasing health for adjusting elite marks. So no, likely not gonna happen.
Elite marks weren't designed for the entire server anyway.
Well, that's what happens when half the server comes to slay an S Rank Mark, it's gonna die fast.
No matter what HP you give marks if the entire server is hacking at them they will go down fast. The solution is not an HP increase.
Lol when you see an S rank you it comes with so many players it's a lil sad i almost feel bad for that poor mark :P no but for real this is way i stick to slow easy hunting
Will do nothing to increase difficulty....just allows a larger zerg to get there in the extra 20 seconds the mob is up
I don't understand why some of you would be against a HP increase. If a mob has enough HP to die in 30 seconds, upping its HP by 10x means it takes 300 seconds to kill. Maybe a bit less since more could get there. But the result would mean it lasts longer than 30 seconds.
Upping the difficulty isn't the issue. The issue is the mob isn't difficult because it dies before it can make any attacks.
The alternative is one you all wouldn't like. Go the Everquest/WoW method and lock it to the first person who pings it, thus no one else gets credit except for those in the initial puller's group. But that sort of competitiveness is rather alien to this community.
Because for lesser populated servers or in general when the whole server is NOT there, if it has to much HP taking it down may actually become a chore. If it gets to the point the whole server NEEDs to be there just to kill it, then you'll have another imbalance issue.
Or just ease the contribution requirements? That way, people will need to score less hits to get the maximum reward.
Except that neither is going to happen - Yoshi-P explicitly stated that he wanted to find other ways of adjusting hunts other than HP, and the claim system (which existed in XI, before WoW) is exactly what he didn't want in this system, and for good reason - we'd have bots running rampant claiming marks if such a system were in place, especially due to the fact that spawn locations aren't fixed.
Again, S ranks weren't designed for 500 people to come and beat it up - the notes of the hotfix that did increase HP stated that S ranks were intended for roughly an alliance. Missed the mark? Wait for the next one.
The problem normally isn't missing the mark. The problem is so many people down the mobs so fast that you get little or no credit, especially depending on the class you are playing. I could hit 12 marks in a day and have only 4 seals to show for it. With higher HP, you have more time to get a decent contribution (like with FATEs). I think that is the problem many are having.
Missing mobs don't bother me. I played Everquest 1 and 2. The idea of sharing mobs has been an alien concept to me, which is why I just don't understand the drama behind hunts. I'm used to first come first serve.
The problem is, someone's always going to get only partial credit, no matter how much health the mark has, and someone's always going to complain. Adjusting the HP of the marks isn't going to change that - and when the hunt hype dies off and the marks have an obscene amount of health, who's going to come help? That kind of HP adjustment is what killed FATE grinding to a certain extent - too many people did it last time, now the mobs have too much health when nobody's doing it.
Go as a White Mage, Paladin, or Warrior. Going as a Scholar or a DPS class is just kind of asking to get minimum credit.
If more people would hunt as tanks or healers, the mobs would die more slowly with no intervention from SE. :3
This. No matter how many hp it has, it has a finite number of them so only a finite number of people can get full credit.
I do go as a White Mage. Same results no matter how much healing or damage I put out. But the real issue I have is I -could- get full credit if I tagged the mob and then invited people to my group. The issue is the drama that ensues afterwards. That's the real issue I have with the hunts. But I can't convince everyone that these things ought to be competitive in nature.
Instead I'm -supposed- to wait to get a few measly seals so everyone can get -some- credit. Which is why I support the method of tagging it first and locking it. I'd get a ton more seals that way.
Do the same with A and S that they did with B. Remove the 2 Fates in the dailies, have Bs take those place, and each week you mostly get A, sometimes the rare S. That stops this zerg horde mentality, and everyone can go back to DF and everything else.
Well if they didn't intend for 500 people to mob them, they shouldn't have made them so damn valuable. All I know is before Tuesday I had absolutely no trouble hunting, I had hundreds of seals in excess after buying all of my oils, sands, etc. Now I haven't gotten full credit on a single A or S mark since then and its annoying the hell out of me.
S's disappear a lot too, maybe they should put in the odin and behemoth changes so they are always visible.
Make S ranks like Odin. Players get massacred a lot, then don't get any credit because it dies before they return. Make it actually HARD. Sure the QQers will QQ more, but we treat that as side entertainment.
My gear level is high enough that those things aren't going to kill me before my friends arrive :P
But as I said, doing so nets a ton of drama. Take out the drama and I'd have no issue with the hunts as they currently work. Since the group that tags them tends to get full credit.
It works good like this because not everyone will get the kill meaning it slows the pace of some players in which they get their rewards.
It keeps people doing them., if everyone was getting stuff, hunts would die off quick once everyone had their crap.
Odin has his move at the end that can wipe the whole attacking group... And if it's not dead in time it disappears and no one gets the reward, just death. This would clearly add a level of difficulty to the fight, and give everyone participating a really good reason to wait for longer than 1 minute to pull the mob.
This shouldn't be done for every S rank, there should be different skills for different mobs, but this sort of thinking I encourage SE.
I really want they Add Rafflesia as an SS Hunt Mob.
Really wanna know how much ppl it can Devour at 1 go. :D
Or maybe Random Twisters from Twintania. I really wanna see how many will survive. Or how many Twisters will get.
More HP, longer battle, more people have time to zone in, then the map crashes. No, thanks.