There areee two reasons we cant have nice things
Ps3 limitation
"It can be abused if an fc with 20 lalafels walk into a bar and drinks 2x X-potion of vitality while the last lalafells goes /hildy and pulls the hunt"
Well if it were to follow the WoW version of it, it literally doubles the targets max and current HP (along with some minor attack boost) for each person to hit it. So by example, if the mob was currently at 500k/1000k HP while one person was attacking it, another person joining in would cause it to instantly jump to 1000k/2000k and so on until a certain cap... I think it was a little over 50mil in WoW.
Not exactly the best solution for FFXIV, but it really does slow down a kill noticeably in WoW (assuming number of players don't already double the capped increase). And I say not the best solution here because seeing the Hunt targets HP multiply up to 50+ times isn't exactly going to be an amount of time a lot of people are willing to spend here lol.
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.
It's not quite doubling the HP, at least that it wasn't like that when I was farming in The Timeless Isle. What it does is increase the mob's max hp by an amount, but the percentage of their current hp remains the same. The result was that no matter how many players were attacking it (up to say, 25 or so for a typical one, 40 for a large-scale, long respawn timer), it'd take relatively the same amount of time to kill the mob with 10 players as it does with 3 players.
A ranks are always scaled to be taken down by a full party, and that doesn't change to accommodate for the massive swarm of players that are enticed by hunt rewards. Not even S ranks who are supposedly designed for alliances (?) which are three full parties...which again doesn't accommodate for the sheer amount of players. On top of that I'm still having rendering issues playing on my toaster (and possibly the PS3 players and even PS4 as well to this date)
Another thing to note was that while Timeless Isles was a way to catch up gear, it also wasn't overgearred throughout. That's the problem with our current hunts that it's unchanged when it was introduced in 2.3 (by which point it was already outgeared by players who had HA or unweathered).
And FATEs do use a similar scaling, although I feel that it's a pretty terrible one; it scales the FATE based on how many players cleared it before hand. It works for FATE farming in CCH and NT...sure (maybe, some of these really overextend their welcome at times). Not so much for Animoose books or Atma farming in certain regions.
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.
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.
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