This is by far the worst content they have added to the game.
It is basically a crappier version of hunts in an instance. So much vitriol between players and bad gameplay. Just zero on mobs with no mechanics.
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This is by far the worst content they have added to the game.
It is basically a crappier version of hunts in an instance. So much vitriol between players and bad gameplay. Just zero on mobs with no mechanics.
Plenty of mechanics on tough S ranks that wipe often enough
Plenty of mechanics ??? Did u even do these? Lol.
The mechanics = run out of aoe or stack for dmg. No mechanics anymore than a regular mob, just now with status effects.
I think savage alex is the worst thing tbh, quite a disaster of a poorly designed raid, but this duty finder hunts is pretty meh too.
Diadem is a giant mess with people complaining about gear drops and endless zerging of mobs. Was really boring unless I missed something. Doesn't even seem worth it to do enough times for the mount.
Here is how I would get rid of zerging and fix Diadem.
1. Only the group that tags the mob gets credit. This will cause groups to spread out and find their own island to farm instead of all congregating on one location (Dino Island).
2. The exception to this would be Star ranks. An alert should go out to the zone that a Star rank is about to spawn. Show the area on the map, like a FATE zone. Then after a minute or two, the Star rank will spawn in that location, giving everyone time to get there. Star rank credit would continue to be based on damage/aggro.
That's all it would take. A couple changes and I think the whole experience would be much more enjoyable.
Yeah, and rewarding actual exploration a LOT more would be nice too...
Like, I don't mind killing mobs. But when I'm doing content called "exploration" I kind of expect something different from sitting in the same space for one and a half hours zerging down the same monster over and over.
You make us learn flying everytime - make us uncover the map everytime too, reward it. Give GOOD and PLENTY of rewards for going through an entire cave, for landing on every island once, for killing one type of monster each, etc.
Honestly, there are so many things they could do with this, but as long as it's most rewarding to just gather up and zerg down dinos, no one is gonna do anything else.
Of course all your points are valid. But this is just a small push for what they did in 11 if you guys remember. First, they took years to fix the bugs in the original game which they did. Finally after a while they make a huge expansion to get everyone salivating. Heres the true problem. Now we expect new and gripping content all the time mostly every 3-6 months. If they do what they did in 11 i have no problem with that. (although the eventual prob with 11 was if you were new it was impossible to catch up to people that were half way to end game because of constant patches). Heres my prob. As a player who is not in love with pretty flashes of magic and whatnot and lalas that dance around and waste my day, i wish just once in this game they gave us honest samurai equipment or just made the dam job available instead of these crappy event quests.
From what I understand, Dino's are at least IV rank so a silver chest is possible. They also do not have really annoying or hard to deal with traits that other IV ranks have (like super potent poison from the birds, etc.), so I guess you could say they are easier to kill. And there are always some somewhere on the island, while on smaller islands, mob supply runs out fast, forcing the players to move.
Edit: Lol, I think you replied to the wrong thread, Samhayne..xD
Many islands have level IV mobs. It's definitely not the monopoly of Dino Island.
My group decided to go to another island after awhile since we could barley get credit on Dino island. We got over 2 star ranks to spawn I think maybe more spawn if there's less people around zerging.
Yes, rewarding exploration would be great, too. Before it came out, I was hoping that it would have random islands (or a set of precreated islands randomly selected from and placed on the map), so each time would be different. Then part of the fun would be trying to find that perfect farming spot. And add a reward for uncovering the entire map.
I was expecting Diadem to be something like FFXI's Sky... but I guess the battle system in this game really won't allow for anything 'Open-World' to be anything but a zerg. Enfeebling spells/Sleeping for crowd control/Stunning Attacks/Actually being able to erase enfeebling effects from party members; These are some elements that could make the fights more interesting. As it is now it's just "Burn the horde down before we get overwhelmed." which gets old fast.
Alliances should actually be alliances when inside Diadem and Claim should go to the Alliance/party that get it, not open for everyone to zerg.
Good grief, THIS.
I tried Diadem for the first time last night. Such a disappointment! There's no incentive to do the things that you're intended to do in Diadem; the fastest and most efficient way to gain rewards is to beeline to the dino-grind and spend ninety minutes killing dino after dino after dino... And heaven help you if you want to do any gathering.
I was very sad. I was looking forward to this. I don't care if there's potential to grind out gear that puts Savage drops to shame - it's not worth it if the way to get it is so ridiculously boring. And this is coming from someone who ground out two Zeta relics.
Players should be incentivized to do the exploratory content, either by creating better rewards to be gained from that content and/or restricting rewards until that content is completed (for example, no random chest drops possible until three tasks in the task list are completed - that kind of thing).
Giving them just simple mechanics yet with ten or more times the health of overland creatures completely made it boring. I thought they said this was going to be "midcore" content, so why does "casual" stuff like Void Ark or the new dungeons have more complex fight mechanics? Even the Brachiosaurus was just a variation of the Kaiser Behemoth.
Add some exploration to these "exploratory" missions. Nerf the mobs' health to where half the party can handle them decently, so groups can afford to split. Personalize track mobs for each party, and give better clues on each kill. Make it so there's only 1 mob in the entire diadem flagged for each party that will spawn tracks. Make the hunting party need to fly from island to island hunting clues to actually track their mob down, and make it an actual fight. Not a giant wall of health to bash your faces against, but an actual difficult fight that 4 people can handle alone with some effort. (EFFORT, not repetitive strain injury.)
Now for the other types of challenge. We already have gathering, we should just add some puzzle/challenge elements that aren't class based but pure skill tests. Little things hidden around randomly like vistas that warp you to a cave with some kind of puzzle or challenge. It could be a platforming jumpquest, a gauntlet of dodging to get through, a solo boss fought purely through mechanics (DPS irrelevant, builds up instakill mechanic on failures rather than letting healers cheese), any kind of puzzle challenge, etc. Just make them little isolated solo areas for you to explore and find, do a challenge, and earn a chest for your party.
Now you have a fair split. It only takes half the party to do the hunting (which itself is now more open/rewarding for them to do alone), and the rest can split between exploration and gathering, or go 5/3 or any other split. Stacking on the hunting party would be inefficient due to how much moving around they need to do, but you can personally pick how many members are needed to reasonably deal with the mobs. If you need a 5th, take a 5th. If you want to chance it with 3, go for it. It's a more free-form method for going about things.
As for making sure people pull their weight. Make individual contributions reward spoils directly. Win a challenge? spoils. Contribute to damage in a hunt? spoils for all involved. Bronze chests are only for trash mobs or failed challenges. Truly earned chests give the whole party rolls on the good silver/gold stuff, leaving the raw spoils as a direct reward for earning your group these chances.
well some of the community wanted (and are still asking for) Abyssea (ffxi) in this game well it seem they have got they wish its called Diadem
I think, too that Mob health is way to high. If you look at 2,3 and 4 Rank Mobs and how long it takes, to kill these with 8 People is just nuts.
Cut all HP about the half and lower the drop chance of chest with every player that is involved in killing the attacked monster would hopefully result in more spreading.
Star Rank Mobs should be the only one without a penalty of amount people attack and there should be a 60-90 seconds broadcast, that a star rank is about to spawn, that every party can gather.
Unfortunately I think it is very lazy design. This had a lot of potential to be a lot more fun than it is. As it currently stands, gatherers are seen as nothing but detrimental to the rest of the party. At the absolute least they should be able to discover gold chests, of course at very low chance. But even that would still be quite boring. Why cant they discover hidden nodes that have maps that lead to tracks, or items that would spawn a star or something, at least that way I think they would be seen as actively contributing to the whole party, rather than at the moment being bullied for being selfish
This would actually make Diadem simply awesome for me. I love what the content's trying to do, but the mass zerg is so unfun right now. Having the groups work in smaller split off groups would be so much better.
As is, with tracks spawning both Vs and Stars, it's really hard to split up and then coalesce on them as they pop since there's no warning for an actual S rank.
I was actually disappointed about how Diadem was when it released. At first I was extremely excited because it seemed like it had potential to be something interesting but yeah, now its just people whacking a loot pinata on an island. After like 2 weeks of doing Diadem, I just found it excruciatingly boring. Now I just join the eso/gathering groups, go find my fishing spot for whatever mode it is and them watch Diadem chat tear into itself for the next hour or so.
I did it for the first time today, about 5 min in I already could tell I hated it. Honestly if they made it that the instance was ONLY for your party/alliance going in and that mobs can't respawn, that would at least make it so you have to explore instead of just zerging dinosaurs in one spot all day. Then add in mobs being on different islands then you would start to actually have this being the way it should have been.
But right now? This content had a lot of shortcuts in its creation and it shows.