FATES are dead in my server :C i actually liked fate grinding
FATES are dead in my server :C i actually liked fate grinding
Best part is, a single party can FATE grind easily, and without the blinding overload of spell effects, 10 second FATE completion, or zone lag that accompanied ridiculous FATE swarms before.
Definitely a win in my book.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste
The system is hideously punishing toward anyone who liked playing at offpeak hours.As someone who usually doesn't log on until after the fate rush is over it's basically impossible to do any FATEs in well traveled areas because they're all tuned for groups of 6-20 and you'll be lucky to have three people. Prepatch you could handle everything but the high tier boss FATEs with such a group. Now you have to wait an hour or two for everything to cycle through properly and then maybe you'll be able to get something done.
It also encourages the reverse play pattern: A group forms up and zergs down every FATE early in the afternoon after the zone's been empty for a while and then bails out, leaving the FATEs unmanageable for other players when they pop up again.
FATE difficulty should be adjusting dynamically, not retroactively. Honestly though the change doesn't even seem particularly necessary: Dungeons are hilariously tuned right now with each pack of mobs on their own almost as good as a full quest/leve/FATE by itself, even with no change to FATEs at all they'd still take a back seat to dungeonspamming.
Only a win if you were one of those people who liked imposing their own style of play on others.
That's actually a mechanic Odin's had since before the patch. Every time he's killed he levels up and every time he despawns without dying he loses levels.
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