Quote Originally Posted by Reinha View Post
It has the same solutions as hunts do. If the train is going too fast for you to get credit, you need to adapt.
A ranks generaly survive long enough for all players of a party to get a hit in, and especialy an enmity hit from the tank. This is enough for getting full credit.
But for these fates that die instantly, this doesnt work. Even if a few players are there in time, anyone who is too late will miss out.

Now on the other end, getting a blue mage capable of doing these things took effort. Effort that should be rewarded. So nerfing/banning them from these things would be counter productive. It means that for the single time that it truly is overpowered, you suddenly cant use it.

And its only a certain number of fates that suffer here, any fate in which enemies spawn in waves is essentialy blocked from insta clears (and a lot of blues do use a pull ability here which actualy makes others capable of doing the dps - the case in which they are helpful). Its mostly boss fates where it fails as thats a single target that can be insta killed then (and even here some are immune). The bigger problem is that only regions which involve a tribe have a decent fate spawn rate so you can always go to at least a few in time. In some regions you end up waiting more than you are actualy doing the fates, and if those fates are insta cleared, it realy puts pressure on it.

To me the best solution would have been to reasign the regions for each minion to have them more spreaded out: 5 minions ARR (thanalan/shroud/noscea), 2 minions ARR (mordhona/coerthas), 6 minions HW, 6 minions SB. That most of them are ARR only makes those areas even more congested in player numbers, amplifying the problem. And you could even have given each minion a Shb area with it if you want to release the pressure even more.