I came here this am to either make a topic for it or find one. We had the same problem last night. It was awful. Something really needs to be done about it.
I came here this am to either make a topic for it or find one. We had the same problem last night. It was awful. Something really needs to be done about it.
I was about to create a topic about this very issue. We had the same problem last night, three of our dps left in the middle of it and we were just completely useless it felt. The damage we dealt to the mobs just didn't cover any contribution at all. We were gimped and just stood around like melons. Group A got contribution (Being a FULL group and all.) Group B (My group) We were just useless. Due to lacking that bit of dps for any reward whats so ever. Very disappointed about this feature, had high hopes for it when it was first announced.
Luckily we all agreed in the group to finish our objectives, which we did then we left. Didn't really feel like an exploration mission... More of a "watch other people kill mobs while you stand there and gather materials."
Getting claim on the mob does guarantee full credit, yes. It seems to work on the same system that XP from world mobs does--the person with the claim is guaranteed the full XP value, and others that attack the mob get XP if they pass the credit threshold.
That's really the only way to keep getting chests if people drop from your group. It's rather frustrating, because even with a full group, having one person run off to gather can ultimately be enough lost damage on the higher ranked mobs to never get credit for them.
I've filed an updated defect with more information highlighting the core problem of fights with adds. I think the issue crops up primarily when a group is short one DPS and when adds attack during a large confrontation.
Mama Kat of Terra Salis on Ultros: http://terrasalis.guildwork.com/
My Youtube Videos: https://www.youtube.com/KatrisaAshe/videos
Terra Magazine Articles - http://goo.gl/t7mwll
there is also the issue of groups with less than 8. if you dont have a full party, you will not be getting a gold chest from star NMs. I have had this issue twice today. someone leaves in 10-15 minutes, and everyone else gets punished because of that.
shouldn't the damage required scale to the number of party members you have? especially since you cant add more members to your group (pre-made) and will have to leave and sit on the 2 hour cooldown
I was noticing this same thing happening with my partner's group last night. There were 7 members at the NM, with the 8th off gathering since the beginning of the session, and yet even with the group only dying once and needing to hoof it back to the fight, they contributed a lot of damage and handled some adds and got NOTHING for it.
I agree, from my own experience as well, that there is zero incentive to heal other groups or help them deal with adds that inevitably pile up and make the fights a nightmare. It also means that, as a healer, getting healing aggro on the adds means I have to blow cooldowns needlessly and run around like I'm trying to MPK other parties with aoes because NO ONE WILL STOP AND HELP for fear of losing out on their precious loot.
There is no cooperation here. Anything that isn't doing damage to the NM is "someone else's problem".
The main thing that really needs to happen is if you claim a mob and there are purple mobs around, hit the purples. If a V/Star rank spawns and you claim it (ie, it goes red) then the tank at the very least should be looking at adds to remove from the fray, and the healers and DPS ideally should kill said adds. There is no reason to stick with the V/Star rank mob once you have it claimed to your party. Maybe all get one hit in just in case you're nervous that the one person who claimed it might die losing your claim on it, but... that's more likely to happen if there is a disorganised mess.
As far as I'm concerned, as a tank, the first thing I do upon noticing we have the claim on a mob is look for other purple mobs that I can tank away from it. And if there are two red mobs, one being a star hunt and one being a random add, I will get that random add and move it away from the fight, while staying in range of my healers, and let everyone else deal with the Star Rank. If I left the mob alone chances are it'd just end up killing one of the healers anyway.
doop doop
my fc has had this problem a few times when we ran as a group in diadem too it sucks
I've posted YET another defect on the problem. This one is much more detailed including their template:
http://forum.square-enix.com/ffxiv/t...27#post3436427
They need to address this issue... otherwise I advice you take your 24 man alliances and fight in a place where NO ONE ELSE IS.
Mama Kat of Terra Salis on Ultros: http://terrasalis.guildwork.com/
My Youtube Videos: https://www.youtube.com/KatrisaAshe/videos
Terra Magazine Articles - http://goo.gl/t7mwll
Diadem
It is what I was most excited for in 3.1
Turns out it is horrible
SE fix this please!
Diadem doesn't encourage any DoL, because you will screw over any group you go with since it is a giant DPS race.
Since it is a giant DPS race, it doesn't really help newer players as much as it really should.
It doesn't encourage FC's to organize into 3 groups, because usually at least one gets screwed over.
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