And? It's not like the opinion of dps players has ever mattered.
They can all wait in a queue and enjoy it.![]()
... if dungeons were buffed to make them more profitable in terms of XP & seals per hour (seriously adding seals to dungeons would probably make them way more competitive with FATEs by itself) and more people were running them the queue times wouldn't be nearly as ridiculous as they are now.
I don't think FATEs should go away, but it would be nice to see the other paths to 50 brought more in line with them in terms of time:XP&seals.
Yes, I hate FATES as well... hated them in Rift, hated them in GW2, and I hate them in FFXIV. I'd rather run nonstop dungeons to level but it's not feasible if you want to level fast.
Give me that 200% HQ turn bonus in for battle classes like those easy mode crafts so I can get 10+ levels in less than an hour, aaawwww yeeaaah.
No, not really.
FATE is the single worst new addition to this game. I really wish going forward it would disappear. It's terrible in all the worst forms.
I've found myself stuck on a roadblock at level 48. A bit of fluff or something more to do than zerging FATEs and spamming leves would be appreciated.
Couldn't agree more. FATEs are a fine idea as an extra thing to do as you are running around and stumble into them. On GW2 you weren't really notified about a 'public quest' there unless it was a major one or you were nearby. So people didn't use it to just grind their way up.
Unfortunately on FFXIV, it's pretty much mandatory unless you REALLY want to have a grind ahead of you.
And people saying that DPS would be hurt by the change aren't seeing the bigger picture. If dungeons were rewarding and worth the time, there'd be a lot more tanks and healers queueing up. Right now, healing in FATE partys is super easy XP. And hitting up a FATE party on a tank class is far more rewarding and easy than doing a dungeon.
Give us reasons to do dungeons and I'll happily tank or heal all day long.
What I feel needs to happen is 1. Fates need to have the difficulty increase per players in that area but still same exp so people can at least have a chance to hit things and so fates don't end in less than a minute. By doing this means that an area that has a lot of players will actually be able to hit things and also people that aren't in fate parties can still enjoy fates without having to spam aoes or spamming and hoping to get credit. The 2 thing is dungeons do need to give some GC seals or rewards and give for exp like what fates gives. the 3the thing is make fates less often.
FATEs do scale, but the difference is minimal and needs to be adjusted. Same exp for more effort, so everyone has a chance. Only the NMs (I only consider the tough FATE bosses as NMs), Cancer, Gorgimera etc. are fine as they are. Even with the FATE parties around, they still take a significant amount of time to kill, but the catch is that they were always intended to be tackled by large groups, SE didn't expect such big groups zerging the normal FATEs.What I feel needs to happen is 1. Fates need to have the difficulty increase per players in that area but still same exp so people can at least have a chance to hit things and so fates don't end in less than a minute. By doing this means that an area that has a lot of players will actually be able to hit things and also people that aren't in fate parties can still enjoy fates without having to spam aoes or spamming and hoping to get credit. The 2 thing is dungeons do need to give some GC seals or rewards and give for exp like what fates gives. the 3the thing is make fates less often.
Fate should stay. Notifications of fates should be removed.
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