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  1. #21
    Player
    Kyana's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    395
    Character
    Kyana Nekote
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    FATE grinding doesn't teach players anything, no group play, no skill rotations, no gear difference and no party play.

    Eliminate any party bonus for FATEs, don't give EXP for fate mobs, half company seal reward and make FATE mobs strengh increase with the number of participants.
    The FATE blobs will quickly get smaller when mobs start to onehit 5k HP tanks.

    Fact is, FATEs require a nerf.
    (0)

  2. #22
    Player
    Sybreed's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Silvaire Gerraldieux
    World
    Malboro
    Main Class
    Marauder Lv 50
    I'd rather they just buffed dungeon exp/rewards (gil and seals) and also buffed Levequests. The only nerf I can see FATES needing would be to require people to do more to get gold, and to nerf the rewards for anything less than gold (to make the difference between half-assing the FATE and doing your best in it more dramatic). Levequests really need to be buffed, as they're practically worthless.
    (0)

  3. #23
    Player
    Frost_Trunks's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    234
    Character
    Frost Trunks
    World
    Leviathan
    Main Class
    Lancer Lv 80

    ...

    Quote Originally Posted by Kyana View Post
    FATE grinding doesn't teach players anything, no group play, no skill rotations, no gear difference and no party play.

    Eliminate any party bonus for FATEs, don't give EXP for fate mobs, half company seal reward and make FATE mobs strengh increase with the number of participants.
    The FATE blobs will quickly get smaller when mobs start to onehit 5k HP tanks.

    Fact is, FATEs require a nerf.
    Wow, this is a terrible idea. This would kill fates entirely. It would end up like garrison in FFXI. I think FATES are a good way to gain exp, especially for those of us who don't have an hour and a half to run a dungeon (Granted it usually doesn't take that long to finish). Let alone wait for the queue time to get in for those of us who are not a tank or healer.
    (1)

  4. #24
    Player
    Siolenas's Avatar
    Join Date
    Oct 2013
    Posts
    16
    Character
    Siolenas Darkleaf
    World
    Cactuar
    Main Class
    Arcanist Lv 41
    They just need to scale fates with the number of people in a group. Fates should take longer then 30 seconds to complete. There has been many time by the time my chocobos get the fate its over. This needs to be adjusted to make then a challenge instead of a faceroll.
    (2)

  5. #25
    Player
    TychoCelchu's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    110
    Character
    Cyrus Skywalker
    World
    Sargatanas
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Siolenas View Post
    They just need to scale fates with the number of people in a group. Fates should take longer then 30 seconds to complete. There has been many time by the time my chocobos get the fate its over. This needs to be adjusted to make then a challenge instead of a faceroll.
    This. As someone who plays on PS3, sometimes even if I get to a fate with plenty of time, the enemies are all dead by the time they appear on my screen.
    (0)
    If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die... I must simply laugh

  6. #26
    Player
    Silverkin's Avatar
    Join Date
    Nov 2013
    Location
    Phoenix, Arizona
    Posts
    20
    Character
    Verta Silverkin
    World
    Lamia
    Main Class
    Conjurer Lv 50
    I personally don't like how fate's are the "main" method of leveling. I think that questing and dungeons should offer competative XP when being compared to farming fates also. I personally do not enjoy pressing stone mindlessly on a mob of whom I've already killed 42,000 times so that I can progress from level 42 to 50. Please make leveling more diverse.
    (0)

  7. #27
    Player
    Starplayer's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    130
    Character
    Belle Rose
    World
    Hyperion
    Main Class
    Archer Lv 50
    http://forum.square-enix.com/ffxiv/t...ate-comparison

    Nothing else to debate at this point. Fact is, FATE exp is ludicrously high. If this is working as intended I'd be surprised.

    I could have sworn FATEs were originally intended to scale with the number of people participating, what happened to that?
    (0)

  8. #28
    Player
    CheshirePuss's Avatar
    Join Date
    Oct 2013
    Posts
    190
    Character
    Cheshire Puss
    World
    Coeurl
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Silverkin View Post
    I personally don't like how fate's are the "main" method of leveling. I think that questing and dungeons should offer competative XP when being compared to farming fates also. I personally do not enjoy pressing stone mindlessly on a mob of whom I've already killed 42,000 times so that I can progress from level 42 to 50. Please make leveling more diverse.
    I've never considered Fate's to be a main method of leveling, being a night time player, and only ever able to join fates this late, if by luck others were to be around. I'm not entirely sure what you mean by more competitive exp, or do you only count the final reward of dungeon exp you get for completing it, and not the exp all together from the monsters and bosses that you fight along the way? If anything, I'd consider dungeons to be a primary source of exp, and haven't seen any reason to buff dungeon exp for what should be considered a grind to end game (given how fast you can reach 50 as is).
    (0)

  9. #29
    Player
    Hiroradius's Avatar
    Join Date
    Aug 2013
    Posts
    164
    Character
    Radius Braveheart
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    As we all know, the current method is broken.

    1) Fates are the main method of leveling alt classes/job because there are no quests to do, fate reward experieince is crazy high, if you can do a fate in 4 seconds get 30k exp, why wouldn't you? and dungeons ques are crazy high (because people are doing fates instead but how many fate groups do you see have tanks doing nothing but flash, then get to 50 go into their 50 dungeons and have no idea whatsoever how to get agro and hold threat)

    2) The amount of time it takes people to get their first job to 50 is relatively quick, maybe 3 days, but because of the fates they get their alts (which are on the same character) to 50 in 1 day without doing a dungeon or even learning their class.

    3) SE states they are going to buff dungeon exp to make it more viable, but fates are working as intended.. But how is that going to push people to level in dungeons when again you can get 40k in 4 seconds from fates? I don't think it will help unless they nerf fate experieince.

    4) Another problem, your one character can do everything, which in turn will devalue all crafting. People who hit 50 now, have nothing to do, so they craft, once they get all of their crafts up, why are they going to go to the AH to BUY the final product when they can just make it themselves?

    ---

    Fixes?

    1) SE needs to realize Fates are NOT working as intended and turn them from a zerg fest BY nerfing the experience gained from them, but if they nerf them they still need to make dungeon's viable, dungeons in fact need to be a better leveling choice over fates just to make people go to dungeons instead.

    2) Well there is nothing that can be done about this now, this should have been considered and looked at in Beta and planning, so now we just have to deal.

    3) Well that is again just a rework of 1.

    4) Nothing can be done about this one either.

    ---

    Question:

    Can anyone come up with a reason to make an alt? a good reason? All previous mmo's alts are either storage or the ability for us to play other classes and/or other crafts. Here there IMO is no reason to make an alt when your main can be everything and do everything.

    This game's design does not have lasting power, IMO. It's a great game, don't get me wrong, but it doesn't have the ability without lots of updates and lots of large update to last.

    2.1 is giving us.. free company housing? how does that help us want to stay in the game? Our launch day raid of crystal tower, well ok that is going to be fun but for how long? 3 nightmare mode primals in which why do we even want to fight them? Is there going to be something that forces us to fight or make us want to fight them otherthan achievements and bragging rights? A new primal, moogle king, well again that will be fun to do something new, but is there a reason to keep fighting or trying it after you beat it once? 2 new 50 dungeons, well again that is good, and fun but what is the reason to do them? Are they going to help us get better gear for our mains or are they just there for alt gear/tome farming? Treasure hunting (from what I hear it sounds like WoW archelogy), dailies?

    There are things here in 2.1 but nothing really to make us stay, just enough to make us try things out for a bit, plus they are adjusting classes, the infmaous Bard nerf and melee buff, the food change (really do they need to make it last through death?)
    (0)

  10. #30
    Player
    GeilLega's Avatar
    Join Date
    Oct 2013
    Posts
    45
    Character
    Geil Lega
    World
    Lich
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Hiroradius View Post
    dungeons ques are crazy high (because people are doing fates instead
    *snip*

    Can we please stop perpetuating this strange idea. The likelihood is that people queuing for dungeons represent a subset of the server population similar in class makeup to the overall server population. In fact, it may be tank-heavier due to the fact that dungeon queuing is way less painful for tanks. Eliminate fate xp and force everyone into dungeons and the queues will likely get worse for just about everyone. More of them will not change the average party composition; that's why it's an average. Additional samples will trend towards it.

    I don't disagree that fates are broken. Nerfing them will not magically make more people roll tanks.
    (0)

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