Make dungeons the honey pot. BOOM, players. Simplistic? Sure, but sometimes simple is the best way to go.
Make dungeons the honey pot. BOOM, players. Simplistic? Sure, but sometimes simple is the best way to go.
i would love this since dungeons are my favorite part of the game by far. but i seem to not do them much because fates give you faster XP
Fate XP needs to be nerfed hard and dungeon XP needs to be buffed hard.
Spontaneous combustion is what comes to mind. It's very clear that for whatever reason, XIV's servers are just not as powerful as they should be(hello log-in throttle after maint).
if only SE knew that increasing dungeon completion exp would drastically improve the replay rate of them....
I think it is the issue of Dungeons not provide a equal incentive to run them after you get your first lvl 50 class.
What Dungeon needs are exp completion boost like how FATEs get a +50% exp completion boost once you get your first lvl 50 for any class not level 50 yet.
Battlefield leves are another issue that loses value after you get your first level 50 because they don't obtain exp bonuses like FATE does as well once you get your first level 50 class.
It seems SE currently design the game over the ideal that if you want to level another class after your first level 50 class you must use FATEs and Hunting log.
i don't think you thought this through. if people are 50 and doing the dungeons at 50.... they didn't skip any dungeons or story quests, because it's not possible. fate's arent causing bad players, bad players are in every MMO regardless of what devs try to do. this game is better than most at trying to teach bad players how to play through guildhests and certain quests/dungeons, but their help can only go so far.
I just don't understand how this opinion of people completely skipping everything and doing FATES started. you pretty much HAVE to do the story quest in this game or you cant access most of the content. new, unskilled players aren't joining this game, and going... "HEY! i need to get to max level ASAP and grind fates!" ... in fact, the thought probably doesn't occur to them. they're busy doing the story and other activities. most of the people grinding fates are either people who ARE already experienced with MMO's and want to level quickly when story quests/sidequests dry up (which happens very frequently during the leveling process), or they're leveling additional classes.
the only problem right now is that battle leves and dungeons don't give enough EXP for additional classes. FATEs are the only thing that were actually tuned well, EXP-wise. FATEs don't need any nerfs, the other methods need buffs -- a lot of players don't want to spam dungeons or are DPS and are going to have long queues no matter what -- it isn't fair to them to buff dungeons and nerf FATEs.
Last edited by Stormsoul; 09-21-2013 at 09:49 AM.
I disagree with bumping up XP to be on par with XP gain from Fates.
The current design on the Fate system is taking in to account the amount of players doing them, therefor, the Fates are not a challenge when the Fate itself lasts no longer then 1 - 2 mins at times and you can barely get a skill off to land contribution.
What they need to do is scale the NPC's that spawn from the fate ethier based of how many PC's are inside the Fate Zone area OR the overall Zone itself for that Level range as some zones have different level limits in them, i.e. Central Shroud. Scaling the NPC's will increase thier overall HP and Damage output, but the reward will still be the same. Therefor they take longer to complete and will require coordination, healers to actually heal and Tanks to actually tank.
This will make them a challenge and not a rush fest.
Solo content should never be faster to level or do anything in a MMO than group content. No exceptions.
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