Healing already has a massive contribution weight. If you cant get a gold while healing then you have some serious problems.


I've never gotten exp from say, tagging a mob as it is about to die. I only seem to get xp if I do a significant (like, 30% or so) of the boss's health.Wrong.
On my WHM, all I do is Aero every single mob in a fate, I don't even have to heal or get the tag first and I get gold medals all the time.
Your contribution is as far as I am aware, based on your xp gained from killing mobs that are attached to that Fate. XP is shared no matter who has agro on the mob or what your postion is on the threat table with that NPC.
If you're talking about the first person to tag, then yes, which is why people focus on Blizz 2 or flash or whatever to try to get as many mobs tagged (red) as possible.
The hate gen thing is about boss fates, where you cannot readily determine the amount of xp you get.
Also I don't know if xp is dependent on hate gen or damage done either, past initial tagging.

I completely agree that the amount of mobs in FATES should scale to the amount of players in the area. It is not fun having 50 players battle over killing 6 mobs when the FATE is an escort quest for example.
I do not, however, think they will ever do this. I would also support just raising the amount of mobs in all FATEs. I do not think it would hurt anyone if every single FATE had about 5 times as many mobs as they do now. The terrific thing is even if there aren't many players in the area, and you want to participate in a FATE by yourself, you are still awarded experience, even if you technically fail it.

This was done in Beta 3, the fates scaled with the level and number of people doing them, the issue this caused was making several fates nearly unbeatable which is why they do not now. This one remembers several massive wipes to Cancer in Costa Del Sol.So the Fate system is becoming a way to abuse fast leveling with no coordination or effort.
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.
The sheer amount of people doing these Fates is making it trivial and sometimes you are lucky to even get a hit on a mob to gain contribution. I do not believe this is how the Fate system was orginally designed.
What I would like to suggest to fix this issue is, simply scale the diffculity of the Fate off the amount of people ethier inside the Fate Zone area OR the 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 also allows casters with long cast times to gain contribution as they should be due to NPC's with more health allowing us to actually land magic attacks.
I disagree with bumping up the XP of Dungeons to be on par with XP gain from Fates.
This will make them a challenge and not a rush fest.
That sounds sort of neat though! I'm sure there would be some sort of a middle point between "Everyone dies always" and "Just mash 1 and get gold" either way. Guild Wars 2 and RIFT seems to do it just fine.


FATEs were fun in the Closed Beta.
And they still are if you go to the less populated areas as the Sylphlands.
He doesn't mind us conducting trials so close to his bazaar, so long as he's properly compensated... Yes, Portus, we pay him in sorcery-blasted bird flesh. - Cocobygo
If you really want FATEs to be more controlled, I'd say all SE needs to do is add some level 60-70 passive mobs into FATE areas. They're passive, so they won't bother anyone unless they're just blindly AoEing (or, i suppose, mistarget) but will tend to wreck people once aggroed.
Well that sounded extremely fun compared what we have at the moment.
Imo FATE:s should act like some sort of training for end-game while not being uber hardcore but still challenging, thats why current FATE:s should have scaling built-in so those wont end just to be huge zergfests where everyone is racing for kills/tags.
I personally avoid FATE:s that are getting zerged and leave FATE:s if zerg-group arrives as it is instant enjoyment killer for me atleast.

This to me sounds like Fates needed more time in testing to get the scaling right.
I thought they would scale with number of enemies or toughness of enemies or something that would give people who are not BLMs or cross classing flash a chance to actually get participation points. (I cross flash so this isn't a complaint really just an observation.)
可愛い悪魔
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