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Thread: 2.1 Fate change

  1. #11
    Player
    Sylari's Avatar
    Join Date
    Sep 2013
    Posts
    184
    Character
    Asriel Blackthorne
    World
    Malboro
    Main Class
    Arcanist Lv 60
    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.
    Quote Originally Posted by ZephyrAM View Post
    Definitely a win in my book.
    Only a win if you were one of those people who liked imposing their own style of play on others.
    Quote Originally Posted by AdamuKun322 View Post
    Although I knew about this at least it explains why the Faerie Server had a level 60 Odin Encounter... yeah.. we didn't get him down.
    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.
    (1)

  2. #12
    Player
    starLivitation's Avatar
    Join Date
    Oct 2013
    Posts
    485
    Character
    Starfish Melody
    World
    Phoenix
    Main Class
    Conjurer Lv 80
    I hate to be the person who says this, anyone who does not like the new changes is just lazy. the fixes for fates in 2.1 isn't ideal but its propably the only option, since if they nerf it more its gona be unfair for new players considering the people who rushed to 50 in those fates, at beta or launch.

    If they had the chance to redo the whole thing ( which they dont ) i am sure they would have done it very differenlty. for instance less exp on fates and slower leveling in general. makes people spend more time to level up and learn their jobs while also paying SE more.

    instead they got people who rushed to 50 first now with full 90 gear not having anything todo and leaving the game. see what fates did? heh. looking back at ff11 it was slow leveling and questing was harder but the game was still sucessfull and i didnt see any of my friends quiting the first year let alone the first 3 months. i have seen already entire FCs leving the game already here and its just been 3 months.
    (0)

  3. #13
    Player
    Katchii's Avatar
    Join Date
    Dec 2013
    Posts
    107
    Character
    Katchii Soilsiu
    World
    Excalibur
    Main Class
    Archer Lv 60
    FATE's are much slower now than they were before, but dungeons and Leves are much better so all in all I think the change was beneficial to the game. I was sick of FATE grinding, but it's still an option, dungeon running and Leves are just another viable option now whereas before, they really weren't.
    (1)

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