I thought it was going to be this batch of "hot fixes" but that seems to have only fixed Gerolt. I am anxiously awaiting this particular change, so that sub lvl 14 NM's don't die 30 seconds after spawning.
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I thought it was going to be this batch of "hot fixes" but that seems to have only fixed Gerolt. I am anxiously awaiting this particular change, so that sub lvl 14 NM's don't die 30 seconds after spawning.
4.3 more than likely. Hotfixes are usually smaller changes whereas the magicite change probably has more technical balance they need to muck around with.
Honestly, even when they do fix this, they aren't going to die that much slower. Unless I'm not understanding the system correctly, at most the magicites can only double your damage (with all 5 of them in offense), if I'm not mistaken, so something that took 30 seconds to die would at most take 60 seconds instead if you were to negate all magicite buffs. (In reality, the difference made would be far less, because not all magicite would be negated and not everyone would necessarily be 5/5 in offense, whether it's due to not being level 17 yet, personal preference in wanting some points in defense, or sheer neglect and forgetting to spin your wheel.)
What's making the biggest difference is that more and more people are reaching the maximum level possible for these NMs, not the magicite thing.
Boost the exp given by non-fate monsters so that chaining exp for low levels becomes comparable to fate chaining so the low levels have a chance to catch up without the worry about mass dying, or in this case missing the fate entirely because they are stuck traveling on foot.
We just killed numbers in 29 seconds. 29 seconds. That's stupid.
They'll still die 30 seconds after spawning. The problem isn't that you have an extra magicite. The problem is that against those weaker ones, over half the train can bring their full DPS to bear.
Anything will melt when 80 people are doing full DPS against it. The higher level ones last so much longer because the percentage of people capable of doing real damage to them shrinks dramatically.
Callisto: 25 seconds :(
Remove EXP from NM's all together. They will just become drop pinatas, not leveling pinatas.
Yeah, that went over like a ton of bricks:
http://forum.square-enix.com/ffxiv/t...y-reduce-NM-xp.
Who says anything has to be done about it?Quote:
besides syncing the magicite levels, what else can really be done about it?
If you're there, you're there. If you're not, you're not. No real difference from pre-SB hunts getting zerged down nowadays in mere moments when someone lands the first hit in them.
Frankly I insist they simply need to remove the EXP penalty when partying with higher level players.
If I want to speed up the exping of my friends I should be allowed to
That's what I'm talking about, it's not even a direct eureka problem since it's how EXP always worked, they simply need to change it. I knwo there might be bots problems, but if we are going to add more of this max level progress things they need to make sure that the base system works without screwing late bloomers since this problem was hidden by the fact that MSQ is essentially everything you need to level up + you have other options.
Since this is really the first time that the game is telling the playerbase to grind mobs to level up they should adapt the system accordingly
It's effectively a Eureka problem because outdoor mob XP is basically irrelevant and Fates have level sync to address the issue already. So while it's alawys worked that way, chaining outdoor mobs for XP simply doesn't matter enough outdoors to make a difference. They wanted it to be a focus in Eureka and it doesn't work very well due to this, and it's not an issue in the train. So it needs addressing now.
True, what I meant is that it's not something that was bred exclusively by Eureka, it was always a hidden problem of the game that because of how Eureka was designed was brought to light.
Which ofc means they need to pay more attention to what they do when creating new contents
Seems to be half true. I'm in an instance of 31 people, and:
Caym just went down in about 50 seconds
Amemet in 30.
Fafnir, on the other hand, took several minutes to kill (upwards of 10).
Serket lasted less than a minute.
White rider lasted about 90 seconds, but because he literally popped after about 3 dullahans and it caught us all off gaurd. Adds still around, not all 30 of us there yet.
Polyphemus - lvl sycned to lvl 17 - took noticably longer to kill (over 3 minutes) as opposed to the others.
Bombadeer lasted over mins, kinda, cause folks had to travle to him and he was pulled "late". There was an argument going on whether we'd spawned him already or not. For reference, my fleche hit for 12,306 with no elements, and for, well, he died before I could cast again. So i guess 30 seconds on this guy. Just missed the lvl 7 nm too. Oops.
It seems that magicite makes a much larger difference than folks realize.
Still, more will need to be done to stop them from melting so fast. I agree. Perhaps add a 0 to their health :)
Caym is a mob where many people are capable of hitting the maximum allowable level by now, and that level is where you're still quite capable of doing great damage to it. Fafnir I can't remember exactly but I think he's high enough level to not require a level sync even at 20. There's a big difference in damage potential on these NMs because of this. (People are also a lot more likely to die to Fafnir, despite his attacks being quite avoidable if you know how -- stay close, and keep to his sides.)
The elemental levels make a far bigger difference than the magicites do. If you're underleveled (for instance, like you always are compared to Pazuzu even at 20), you're going to be doing crap for damage even if you have 5/5 in offense which presumably doubles your damage. It's mainly why he takes so long to kill compared to Caym (and why Fafnir is somewhere inbetween usually). A level 20 would probably do less damage to Pazuzu with 5/5 offense magicites than they would to Caym (at whatever maximum level you sync down to for Caym) without any magicite, simply due to how much of a difference your level makes and the fact Caym can be pretty much matched in level, whereas Pazuzu is out of our league due to our level 20 cap.
For science I'm recording hits of fleche on stuff. Starting with:
Tangie (lvl 25 horse in paz cave): 1,905 not attuned to battle
Zuniceritops (lvl 24): 2,633
Mighty Craklaw (lvl 23): 3,842
Anemos apa (lvl 22): 5,637
Magia fan (lvl 21): 7,918
Old world zu (lvl 20): 10,337
Monoeye (lvl 19): 14,506
Val skatene (lvl 18): 16,690
Anemos Sanuwa (17): 20,496
Khor claw (lvl 16): 25,862
Defroster (lvl 15): 28,791
Old gobbue (lvl 14): 35,597
Abraxas (lvl 13): 40,357
Val Leshy (lvl 12): 43,139
Pneumaflayer (lvl 11): 47,147
Wild baboulas (lvl 10): 58, 536
Mana grenade (lvl 9): 56,623
Anemos harpeia (lvl 8): 57,461
Sea Bishop (lvl 7): 62,3369
Mana bomb(lvl 6): 68,619
Xurble (lvl 5): 76,155
Vesper bat (lvl 4): 77,176
Bezoar (lvl 3): 82,042
Wooly woodchuck (lvl 2): 92,087
Squib (lvl 1): 95,351
For bonus points I hit paz this way as well, with similar results - 2293.
So, I'm thinking next I'll de-level and attack monsters more than 6 levels above me. Any suggestions how far is practical?
Its more of an issue of more people actually doing damage to the lower level NMs where as the lv 15 ppl at pazuzu are still doing like 50-100 dmg they can potentially do 10K on something their lvl
Boosting the exp gain from chaining normal monsters would let them live a little longer just because less people would be around at the time it spawns. However people may still choose to do the fate train just because you get crystals from them provided you are in lvl range for it.
Did this happen with 4.3?
It did, Eureka received several changes that the devs forgot to list in the patch notes, magicite is now synced to the NM level and you can now spam-open lockboxes without waiting 2s between attempts.