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  1. #11
    Player
    Rhindas's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    493
    Character
    Selawyn Kludra
    World
    Sargatanas
    Main Class
    Arcanist Lv 70
    Well they patched *all* the hests to be one level lower because they said something about they felt the hests were too easy at the current sync. If you notice, they are exactly no more difficult at one level lower. It's true Overpower is not needed there, a Conjurer can Tank, Heal, and DPS there if they were so inclined. That's not the point.
    (0)

  2. #12
    Player
    Mysteltain's Avatar
    Join Date
    Aug 2013
    Posts
    847
    Character
    Robin Icebrand
    World
    Midgardsormr
    Main Class
    Alchemist Lv 80
    I was thinking the same thing earlier today. I really like both the quick 'n easy nature of the guildhests, as well as the fact that they also require at least a little coordination. I'd love to see some iLvl50 synced guildhests that involved things like having your party split up to invade a Castrum. Half of the party sneaks around back to disable the security systems, and the other half needs to fight against endless waves of soldiers until the other team completes their objective. Once that's complete, you need to sneak through the Castrum and destroy a prototype Magitek Reaver as a boss.

    Basically, make these "Expert" Guildhests last around 20 minutes or so and give them a high GC Seal reward. It'd be pretty fun, and would get more people into doing them, I think.
    (1)

  3. #13
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Anorex View Post
    You know, you can always play another game if that frustrates you
    If I did and others who feel like that then the game would be an empty shell. The developers have correctly noticed that hardcore raiding games just aren't viable these days. Why do you think Blizzard have implemented different levels of difficultly in their raids. Raids take massive amounts of developers time for only a small amount of players - it's financial suicide throwing so much time on a very small group of players. Even the first coil has been given a buff to make it more accessible. In my opinion Carbine have made a grave mistake with Wildstar by making 40 (2x20) man (hardcore) raids. Sure it'll be easy to recruit now but a year down the line they'll run into difficulty. They'll need to reduce the raid sizes and either nerf them or made alternative difficulties.

    Quote Originally Posted by Mysteran View Post
    Make it so if you ignore the mechanics then you die, fail, whatever.
    We have that in the turtle and boy does it infuriate me just watching as we fail because one idiot of a tank (usually) has no clue.

    Quote Originally Posted by Rhindas View Post
    They were supposed to be optional tutorial fights which is why they probably feel they don't need to add any more. I disagree, however, since they're not very good at teaching at the early levels how to use their mechanics because they're perhaps a bit too easy and they're also a little biased against new player Marauders at first.
    I've noticed this myself since I started marauder. Luckily my first class was gladiator so I had flash to help. Overpower is so... overpowered and should be available at 10 instead of 15, I think?
    (0)

  4. #14
    Player
    givemeraptors's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    481
    Character
    Felendis Vreer
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    If you play all the guildhests after doing endgame content it's funny/amazing how much you realize they're supposed to teach you.

    Burning the boss, AoE damage, timing stuns, handling add mechanics, healer/tank/dps checks etc.
    But when you're a new player it all goes over your head.
    (2)

  5. #15
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    2 guildhests every 5 level, beginning with level 10.
    I'm sure more are coming with level cap increase

    Or SE could increase the amount of guildhest to 3 every 5 levels.

    Or maybe a final guildhest at the end with all the mechanics of the other guildhest in it, to test how much the player have learned. Maybe to unlock CT2
    (0)
    Last edited by Felis; 06-08-2014 at 06:53 AM.

  6. #16
    Player
    Nayto's Avatar
    Join Date
    Aug 2012
    Posts
    745
    Character
    Blake Ater
    World
    Excalibur
    Main Class
    Marauder Lv 65
    Quote Originally Posted by givemeraptors View Post
    But when you're a new player it all goes over your head.
    Because the same end-game players are like "Screw it, ignore it. That's how we do it."
    First guildhest soppose to teach you how to pick groups carfully? NO SCREW IT, IN ENDGAME WE TAKE THEM ALL ON! BWAHAHAHAHA. SR BRAYFLOX B***ES!
    (2)

  7. #17
    Player
    Kerberon's Avatar
    Join Date
    Apr 2014
    Posts
    290
    Character
    Lughna Ravensworn
    World
    Excalibur
    Main Class
    Gladiator Lv 40
    Quote Originally Posted by Nayto View Post
    Because the same end-game players are like "Screw it, ignore it. That's how we do it."
    First guildhest soppose to teach you how to pick groups carfully? NO SCREW IT, IN ENDGAME WE TAKE THEM ALL ON! BWAHAHAHAHA. SR BRAYFLOX B***ES!
    Now I wasn't playing when 2.0 opened, but were people speed running when it first released? Most games speed / zerg runs are caused by players being overgeared for the content but still getting a reward for the content that they do want. Speed Runs in this way become a different design issue.
    (0)

  8. #18
    Player
    Wadoka's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    595
    Character
    Eilis Tozet
    World
    Gilgamesh
    Main Class
    Summoner Lv 52
    I've been playing now since last October and I've done two. The first one, twice. No one followed the rules, they always drew the attention of He Who Should Not Be Disturbed, we all died.

    I gave up on them since they're optional and all.
    (0)

  9. #19
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Kerberon View Post
    Now I wasn't playing when 2.0 opened, but were people speed running when it first released? Most games speed / zerg runs are caused by players being overgeared for the content but still getting a reward for the content that they do want. Speed Runs in this way become a different design issue.
    Yes they've been going on since a little after launch. It all began with Wanderer's Palace speed runs. All it took to overgear that dungeon was a handful of Darklight and an Ifrit wep if that. The devs patched WP so you couldn't literally one-pull each section of the dungeon (the random key drops from the tonberries etc.) but it didn't change much.
    (0)

  10. #20
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Lithera View Post
    Yes they've been going on since a little after launch. It all began with Wanderer's Palace speed runs. All it took to overgear that dungeon was a handful of Darklight and an Ifrit wep if that. The devs patched WP so you couldn't literally one-pull each section of the dungeon (the random key drops from the tonberries etc.) but it didn't change much.
    I forget, were the WP SRs before or after the AK sac pull SRs?
    (0)

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