GW2 using pre-quest for big event that last for 2-3mins, meanwhile, ppl will gather at spot for the big event.
GW2 using pre-quest for big event that last for 2-3mins, meanwhile, ppl will gather at spot for the big event.
I'm pretty sure FATEs have a similar system where the mob health is related to the number of people attempted it the *last time* it popped.
As I've been saying quite a lot already. Just need to have a stacking buff on the boss. For every (alive) person in the close proximity or attacking the boss, it gets a stack of HP up or Vulnerability down buff. Problem solved. And just scale the power of that buff stack so that it always stays alive for something like 2-4 minutes. Seems a straight forward dynamic solution in my opinion. So if you leave proximity of the hunt the boss looses stack, if you die he looses stack etc.... so that it is always possible to kill it but never to zerg it in 10s.
Sounds like a great idea. It would certainly allow for more participation in hunts given that early pulling especially with S ranks seems to be the menu du jour. Hopefully SE will implement something like this soon. It doesn't sound like it would that hard to code although I might be wrong.
It looks clear that Square has zero intention of altering how hunts are being done. If they didn't do anything in 2.3, what makes you think they were going to do anything for 2.5? The fact that they made the hunts even more rewarding while making the grind for the new book take twice as long shows that this is how the hunts are going to be. People only want an HP/buffer to the marks so that they don't be the last hunter to come in and see the mark's already dead and they want the rewards right now.
Such a lie.
They made a change a three weeks after 2.3 so that we wouldn't get the same B rank as our weekly bill twice in a row.
But in the end, I never liked how hunts were introduced; it seems incredibly short sighted that they designed it to be something for a full party/alliance when they make the rewards so overpowered (esp on release) that it would earn the attention of entire servers (going by their response on that they weren't expecting it, but I don't recall this fully so take it with a grain of salt.) Hope they'll have a little bit more foresight for future content and not run into the same problems.
I support this idea. If we could scale it, think about how many fewer people will complain about early starts. If there's still a chance someone late can still get a shot, I'm all for it. That hunt mob is still going to die eventually anyway. Besides, I don't think the devs ever liked how players zerged hunts in the first place anyway.
People have been recommending this since hunts were first released, but SE hasn't done anything but increase their base stats so that S and A ranks last 5 seconds longer. I honestly don't think they know how to scale stats properly based on players because that's the most obvious solution to this issue, yet they haven't done it yet.
Who cares who had it first or will have it last. Simple problems need simple fixes. this doesn't need over thinking. If x players are attacking a Hunt mark. buff the Hunt mark by x. Why is that so hard? increase its defense, increase the HP ANYTHING AT ALL. Why the players have to constantly ask for such a simple fix to problem that has been around since hunts have been introduced is starting to reflect how little they pay attention to what we are actually doing with our time in game.
yeah? ♪ www.mooglebox.com ♪ FFXIV database/goodtimes
The only true solution to hunts is to make them work like leves, locked to party content, damn, they could even be that much needed FC content.
This constant spawn of monsters that just die in seconds is nowhere near what Hunts were supposed to be and devs themselves accepted that. This dissastrous system needs to be redone or gone. Increasing or reducing HP won`t do a thing.
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