LL mentioned adjustments made to this, but I've never heard of it. Anyone know anything about it?
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LL mentioned adjustments made to this, but I've never heard of it. Anyone know anything about it?
When doing the canals you have to chance to get a map which will let you do the "hidden" canals.
As you should already know (if not now :) ) Gazelleskin Treasure Maps get you into the Lost Canals....however occasionally you'll get lucky and pull a "Theif Map" in said treasure vault. (Stormblood expansion only)
That leads to the hidden canals - more or less the same - only the loot is far more valuable - and you have 3 doors to pick from - instead of 2.
Totally fun.
Oh and on a side note - thief maps are trap-less - so its an instant guaranteed shot in getting into the vault. However I'd treat it as a Raid level dungeon - full party of 8 of 70's recommended.
Trap-less? I don't know how i should understand this...
Also we had no problems at all with just a party of 5 people, all you should know ist that the new ilvl cap for the hidden canals is at 340. So well geared partys should have no problem at all with the fights.
A: Every treasure map has a monster trap when you find the chest...theif maps are just a portal.
B: If you're skilled enough...do as you please..but not everyone is...to top that off..the deeper you go..the harder the fights. While most don't get past the first few floors thanks to dumb luck..those that do..will be thankful for the added support.
I had a crazy idea to suggest but I don't think it would get approved. I think Uznair/Aquapolis and future iterations of the treasure content should share a hub zone similar to Triple Triad Battlehall where people meet up and group up. Heres the catch. Instead of making it so when you open a chest in the world you have a 50% chance of getting a portal, instead you get some gem/token that is used to open up the passageway to the specific treasure area. This way parties can stock up on them or trade them to an NPC there for other ones they wanted a specific item from. Maybe only downward though.
Thanks for info.
ehhhh...how is this different? I mean....honestly - its VERY easy to get maps...VERY easy to get in.
Aside from having an faster way to gather treasure hunters. Course that's not the fault of SE or the system..but more of lack of interest.
Course when I do get a group - many have requested a ls for treasure hunting itself - so I guess it starts with the person who desires more treasure hunting.
problem with the hidden canals is that the 1st couple floors don't offer anything special. plus with it being 3 doors to choose from you're more than likely to be kicked out right away. Not that i'm complaining but if there are improvements to be made have more rare loot drop right away.
Its not "hard". And its not supposed to be "hard" - at least not hard as in "difficult".
All that it is is a frustrating amount of RNG without proper rewards, just as DrWho mentioned.
Those maps are frustrating as hell right now, since they dont offer enough drops that are actually worth the time and effort you put into it. That goes for both Canals though - wether they're hidden or not: Right now they dont offer enough rewards and those that they can hold in theory not often enough.
We did a bunch of maps recently - something between 20 and 30 between all of us? - and the amount of times it took til the third or fourth room for the chest to offer something intresting was way to high.
Maps arent difficult, hardcore content - and they're not supposed to be. Right now my friends and I find them mostly frustrating and hardly worth our time since they just dont offer enough drops - and those that they do offer, way to rarely (I think between about 60 maps we got two Thavnair Wools - that stuff goes for 6 million per piece on my server. I'm not asking for it to be a common mat/drop, but thats just obscene.)
For the Hidden Canals even more so: There are two "mini-games" that can trigger randomly - Abrahamus Mercy (or something like that?) and the Botanical Five appearing (and needing to be killed in order) - both are actually engaging and fun. But locked behind RNG. Locking a fun gameplay-mechanic behind RNG is just one of the worst ideas they ever had.
Asking for a "buff" here isnt hard at all - it even has some really easy fixes:
1) Add more roll-on-loot - aka loot that isnt "oh here, have some rubycotton-yarn! Something you totally couldnt craft yourself easly!" aka loot thats actually intresting (they dont have to remove the random mat and crystal drops, I like them, but its really, really meh if thats all you're getting for your time). The way to do that is really easy aswell: First off add all the loot from Aquapolis (or at least the songs and garden-items for a start). Add some of the rare minions - aka minions that are originally from dungeons, like the Opo-Opo or the Red Panda. Add the special dyes (metallic, snowwhite etc.)!
If you're worried it could crash the market completly consider that I'm not saying they have to drop all the time or anything like that. The point is simply: Right now the loot-tables for Uznair (both Hidden and normal) are extremly empty and that lowers the fun - if they cant release more items at the time they release the treasure maps, they could still draw from such resscoures.
2) Fighting trash is hardly any fun (or hard, while we're at it) - the two mini-games are (at least to me)! Develop more of them and change the Hidden Canals into "Play a mini-game on each floor" instead of "Here, fight those mobs that arent a real challenge anyways" (or at least have it so that you have like 5 different mini-games and trash-mobs and the game picks randomly what you get in each room).
TL;DR: Currently the Canals arent fun because of boring gameplay and bad rewards - both could be fixed, without making them less "hard", something they're not really supposed to be in the first place. Right now they're not hard - they're RNG in the worst way possible for something that should be an entertaining side-thing.
Stop...You can't buy a "Thiefs Map" at the MB.
And the restriction for Maps is 1 every 18 Hours.
It is restricted by the time some players can gather maps (not calculating with people gathering and not doing the maps themself), then the RNG behind portal yes/no, multiple RNGs of left/right door, because "Thiefs Maps" drop only in the lower chambers and then the map has to drop.
The whole system is not hard in a sense of difficult, it is just overdone with RNG over RNG over RNG over...you get it?
And the reward:
-some orchestrion rolls (drops always the first 3 chambers in the hidden canals for my parties...)
-crafting materials you don't need either because you can craft them easyly yourself or you are not into crafting
-now and then 1 or 2 piece of rare crafting material
-minion for the last chamber
-crystals and clusters
-materia in different grades and kinds
most of this is either meaningless massdrop or so rare (because of layers and layers of RNG) you can't use the cannals as reliable ressource for it and other ways are far more effective.
Only worth reward is the minion and in some respect the orchestrion rolls, but that was it.
Nothing realy worth to do them.
And the fights are just like masspulling in a dungeon, tank grabs the mobs and AoE them down with a bit focus on the special bosses who can appear.