Square can never win
Square can never win
To each their own, I preferred capping tomes each week doing hunts instead of dungeons, my FC buddy liked to do dungeons instead of hunts. The point is with the small reward that comes along with hunts now there is no alternative for classes that have to sit in a deep dps queue.
Hunts were wonderfully efficient for capping tomes for the week. I could spend an hour clearing coil for 120 tomes and then knock the rest out in one night at my convenience with hunts.
It's not so bad capping poe tomes at the moment with shiva and 2nd coil farming, but in a few weeks it'll be back to relying on expert roulettes for the majority. Running the same snoozefest easy dungeons with the same recycled formula and piddly rewards as the other 20 dungeons in the game gets old really fast. Unfortunately its what SE has decided to push people towards in this patch.
To each their own thing really. And in 2.3 at least there was a form of choice introduced on as to how one could cap out on endgame tokens. Seeing as to how raiding would not fill the token count, we could finally choose between dungeon rushing or zerging hunts. My personal preference went to zerging hunts. First of all for being less dependent on fellow guildies to effectively do dungeon rushes, and second of all for not having to deal with kicking PUGs for repeatedly dying and messing up the dungeon rush.
Hunts in that offered a perfect alternative to capping out. Unfortunately though that's no longer available. So we're back to square one. Hoping guildies can come along, and if not praying for PUGs to have decent player skills so there's no need to wait for another. Combine the latter with SE having introduced some additional form of tactics in these latest dungeons, it's a very frustrating combination when you realize you're only doing this non-raiding content for the faster gain of raiding gear anyway >_>.
Look, i have nothing against hunts. I think it's fun finding one in the open world. unfortunately , I can't form a group with my FC mates and kill the thing. I have to wait for the guy who saw it existed in a linkshell to come and yell random pull times before i can attack it. Then i have to wait for the group thats killing another A rank to come, because obviously theyre entitled to every spawn as well.
I think hunts could be great if they completely randomized the spawn times. You could get the same A rank twice in an hour, or it might not spawn all day. This would eliminate the website watchers and actually force people to find the things.
I am glad I actually have a reason to do dungeons again. I do wish hunts would give a little more soldiery and some nexus light at least. The shouldn't be completely irrelevant. Maybe reduce the cost of sands/oils. Sometimes i would rather do hunts then ST (11 runs/0-fer in sands and oils). I am glad they shifted from hunts, but would like them to still be relevent.
I bet if the rewards using allied seals had a lower cost, we'd have more people farming hunts now.
Hunts were never supposed to replace dungeons when getting tomes. I think SE seen the mistake they made but could not fix it at that point so they fixed it with the introduction of the new tomes and 2.4, I say good!
IMO, it's more on content in 2.3 giving way too much mythology to allow players to gear up, especially with the introduction of hunts (as if it wasn't bad enough that you could exchange 20 allied seals for a myth piece) than current content giving too few soldierly.
I mean if you look at it from certain perspectives
-It takes longer to gear up with weathered equipments because their prices are unchanged. However, back in 2.3 I could gear up my main and alt classes in a matter of 2 days with how saturated mythology tomes were. And even as far as gearing up is concerned, there's no loot lock out in ST now (which drops ilvl100)
Could always do some Frontline, as it gives 50 SoL and 20 ToP and match takes 15mins or so. And if more peoples would do this it should reduce que time alot, while also giving some easy kills :P
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