Seriously. By like 1000% at least. The S's get torn down in like 30 seconds, and its ridiculous.
Seriously. By like 1000% at least. The S's get torn down in like 30 seconds, and its ridiculous.
Devs have already stated that they're looking into ways OTHER than increasing health for adjusting elite marks. So no, likely not gonna happen.
Elite marks weren't designed for the entire server anyway.
Well, that's what happens when half the server comes to slay an S Rank Mark, it's gonna die fast.
No matter what HP you give marks if the entire server is hacking at them they will go down fast. The solution is not an HP increase.
Lol when you see an S rank you it comes with so many players it's a lil sad i almost feel bad for that poor mark :P no but for real this is way i stick to slow easy hunting
Will do nothing to increase difficulty....just allows a larger zerg to get there in the extra 20 seconds the mob is up
I don't understand why some of you would be against a HP increase. If a mob has enough HP to die in 30 seconds, upping its HP by 10x means it takes 300 seconds to kill. Maybe a bit less since more could get there. But the result would mean it lasts longer than 30 seconds.
Upping the difficulty isn't the issue. The issue is the mob isn't difficult because it dies before it can make any attacks.
The alternative is one you all wouldn't like. Go the Everquest/WoW method and lock it to the first person who pings it, thus no one else gets credit except for those in the initial puller's group. But that sort of competitiveness is rather alien to this community.
Because for lesser populated servers or in general when the whole server is NOT there, if it has to much HP taking it down may actually become a chore. If it gets to the point the whole server NEEDs to be there just to kill it, then you'll have another imbalance issue.I don't understand why some of you would be against a HP increase. If a mob has enough HP to die in 30 seconds, upping its HP by 10x means it takes 300 seconds to kill. Maybe a bit less since more could get there. But the result would mean it lasts longer than 30 seconds.
Upping the difficulty isn't the issue. The issue is the mob isn't difficult because it dies before it can make any attacks.
The alternative is one you all wouldn't like. Go the Everquest/WoW method and lock it to the first person who pings it, thus no one else gets credit except for those in the initial puller's group. But that sort of competitiveness is rather alien to this community.
Or just ease the contribution requirements? That way, people will need to score less hits to get the maximum reward.
Except that neither is going to happen - Yoshi-P explicitly stated that he wanted to find other ways of adjusting hunts other than HP, and the claim system (which existed in XI, before WoW) is exactly what he didn't want in this system, and for good reason - we'd have bots running rampant claiming marks if such a system were in place, especially due to the fact that spawn locations aren't fixed.
Again, S ranks weren't designed for 500 people to come and beat it up - the notes of the hotfix that did increase HP stated that S ranks were intended for roughly an alliance. Missed the mark? Wait for the next one.
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