Pretty please SE, change the hp on hunting marks to be dynamic just like with fates.
Up their max hp to 10x or more of current hp, then slowly make it go down the longer the mark is not being attacked.
Pretty please SE, change the hp on hunting marks to be dynamic just like with fates.
Up their max hp to 10x or more of current hp, then slowly make it go down the longer the mark is not being attacked.
So you want the mark to have ten times it's current hp...only to then die of natural causes anyway if no one attacks it.
I don't really get that sorry.
Its max hp should go down to its current health over time. It shouldn't die on its own.
Currently there are like 150 people chasing one mark, it just explodes within seconds.
But later on if marks are only being hunt by a couple, it shouldn't have insane hp to adjust to how many people are hunting them.
Agreed Snowaeth, spent a few hrs yesterday trying to get credit for Naul and every time i was more then 10 second run away and therefore never reached the mark in time. se is at fault this time for not preparing for the rush of people that obviously would be attacking these mobs. a very very bad design.
the marks need a huge boost to hp for the inital phase of hunts.
daily rewards also need a large boost
alot of people cant race through every zone for 24 hrs straight to gather allied notes...now those that have nothing else to do should indeed benefit from a huge allied note gain of course!!...but for the average playtime player the weekly reward total from the dailys is just pathetic..terrible. boost the weekly reward by a decent amount plz se...
The problem with more HP is what happens when the "new" wears off two months from now? Would you really want to solo a Elite with an insane number of HP? The best fix for now is to give each GC a different weekly hunt so the entire server isn't looking for one monster.
They might as well work like FATEs because currently it's retarded how the mobs blow up in seconds after spawning. Dynamic HP means exactly that you don't end up with a billion hp mob when nobody's hunting it.
Sorry, I suppose I didn't explain the idea well enough.
The monsters max hp will start out super high (if a lot of people have been hunting it recently).
Then if it's not killed anytime soon, the max hp starts to decrease to the current level of hp, where you can solo it in under a minute.
If not many people are hunting it for a while, its hp will start out low right away from there on, until more people start hunting it again.
An actual thing that could work here would be to adjust its HP dynamically with the amount of people attacking it. Example: 1 person attacking it = base HP, 2 person = Base HP x 1.5 and so on to a certain cap. Like this, it would give a chance for people that starts The Hunt later in the game after the initial excitement dwindles to stand a chance against them and for the people right now to actually have a chance at the claim.
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