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  1. #1
    Player
    BunnyChain's Avatar
    Join Date
    Aug 2013
    Location
    Lavender Beds (✿◠‿◠)
    Posts
    689
    Character
    Rena Cebe
    World
    Moogle
    Main Class
    Conjurer Lv 1

    Rare FATEs and variating Boss HP

    So, after patch 2.28 we got this:
    Boss enemies in certain FATEs will have their HP reduced proportional to the number of participants in the previous FATE.
    Having to complete the "Breaking Dawn" FATE for my book, I waited about 30 minutes - 1 hour before it appeared, there were 4 other players with me, I was there when it appeared, no 20 seconds in the boss was already at about 1/4 health.
    Trying my best with Energy Drain and Ruin II (both instant) I was only able to achieve Silver and of course that isn't enough for a checkmark.
    After that, uncertain when it will appear again, I only knew it might take a while, sitting there for 3 hours, it appeared a second time but was much harder to take down, gladly there was another player with me, as it was very late on an EU server and you'd likely not get anyone to help out and fail it.

    I do not complain about the wait times here but the minimum and maximum HP of rare FATE boss. Imo, they should be higher and lower respectively.
    (3)

  2. #2
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    Well, honestly, you should complain about the wait times as well.

    I think the idea that the boss HP should be altered based on the participants of the PREVIOUS FATE is a deeply flawed concept. Maybe the previous FATE had 100 people, and now the current FATE only has 3. Are they going to enjoy slugging through all that HP? Seems... unlikely. If the HP of the boss can't be changed dynamically based on the current number of participants, why bother? It's not like slugging on the boss for a longer or shorter period makes it any more fun. FATEs aren't interesting. Would be better to just make it easier to achieve gold when there are more players, rather than making the boss HP higher/lower. Just give it a modest amount of HP so it won't vaporize instantly when there's a ton of people, but low enough to where it can conceivably be solo'd prior to time out.
    (1)

  3. #3
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    I was wondering why there was such a huge variance in fate bosses.

    This is such a messed up system it makes certain fates impossible to complete if you are solo, especially at higher levels even with a chocobo companion healing.
    (0)

  4. #4
    Player
    Dotsusama's Avatar
    Join Date
    Jun 2013
    Posts
    507
    Character
    Cidriel Tausendklingen
    World
    Excalibur
    Main Class
    Warrior Lv 60
    I had a Hunt mark that was in one of the FATEs deep inside the Amalj'aa area. There must have been a lot of people last time. On my i96 Warrior (out of Defiance) I started hacking away at him and only just managed to finally beat him with 4 seconds left. This was due to the massive HP pool from the previous round of participants, and the adds that kept patrolling there and aggroing on me mid-fate and killing off my chocobo, meaning I didn't have any additional DPS.

    Perhaps they could link the timer to some kind of debuff that brings down the defenses of the boss the less time is left on the clock. Like at 5 minutes left the boss takes 30% more damage and does 10% less, or something like that.

    (Also perhaps they could look into the adds on It's Not Lupus because there is NO WAY to do that as level-synced level 30's as a part of 3, even with chocobos, so how is anyone supposed to get credit or get the achievement for it?)
    (0)

  5. #5
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    How about instead of matching the difficulty against the last group to kill it, the devs sync the fate boss hit points to the number of characters it currently faces. What a concept!
    (3)

  6. #6
    Player
    ZeratoTyrael's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    87
    Character
    Ryshad Aries
    World
    Malboro
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by ChloeGrace View Post
    How about instead of matching the difficulty against the last group to kill it, the devs sync the fate boss hit points to the number of characters it currently faces. What a concept!
    WoW has a similar mechanism for world bosses. The more people attacking the boss the higher its health goes. Something like that would work well in this game especially for fates and B rank hunts. Have a base health that can be worked down pretty easily by 1 person, each person that is added to the aggro table would increase it's health by (X), not anything outrageous but enough to where it would allow the other person some wiggle room to get a gold rating if they join in no later than 1/3rd of the way left. you could also do something similar with A/S rank hunts as well but the base health would obviously be a lot higher.
    (1)

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