when was farming ffor anima crystals noticed any1 who didnt need to level sync could stray out of the area n kill fate mobs while level synced 1s had to stay inside.. its silly really cause they kill mobs at the spawn outside the area = =
Ya.. I hate doing this on my Monk and losing my stacks -.-
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy
This is why we need a "join FATE" button. It's not fair that while on level you can jump in and join the conflict, and if you have to sync you might even lose any chance of credit. It would also help aliviate the annoyance of having to hear and read everything about a FATE whilst gathering or doing something else entirely. Add a button to join, no matter if synced or on level, and automaticly sync to the FATE for everyone, about time now.
Also, Coerthas Central "The eyes have it" with Cyclops superstar: the Fate area is far too small. Again, the pain to sync back and forth and the aoe of the main boss' makes you leave the area every time.
It seems to me that there are two possible solutions SE should examine. Either maintain level sync until turned off by the player (or the FATE ends), regardless of whether they leave the FATE designated radius, or increase the designated radius to ensure that all FATE monster spawn points lie within it. The first solution is probably the better one, but the second would be servicable and might be easier to implement.
It shouldn't be up to the players to inform SE which FATEs are a problem in this regard. ALL FATEs that involve monsters spawning outside the FATE radius are problematic. (And even when they don't, it's still irritating when you wander outside the border by accident; that problem applies pretty much to ALL FATEs that require a level sync.)
Ugh, noticed this too, always makes me groan every time.Another thing I've noticed even in ARR fates is that sometimes enemies spawn so far away from their own radius that if you attack them as soon as they spawn they'll immeditly become invincible while they run to their retreat-to point.
FATE mobs should never pop outside of the blue circle. This is really the only thing that needs fixing, rather than messing with level sync and how it works (the whole "leave sync on until disabled by the player" suggestion is just asking for trouble and complaints)
Whether this means moving the spawns or making the FATE circle bigger (the latter is probably simpler to do from a design standpoint) doesn't much matter to me.
The problem is with FATE-monsters spawning outside of the FATE area, rather than within it.Greetings,
The range of individual FATEs are set so that there isn't much of a difference between others; however, depending on the location, and due to a variety of factors, elements such as the monster's spawn area may be somewhat different.
We'll check to see if we can adjust the ones we have received feedback on, so please continue to post your feedback with the name of the area, FATE, and the specifics from the FATE you would like to see adjusted.
These mobs can be engaged where they spawn (outside the FATE circle) by:
a) players who don't have to level sync because they are within the FATE's level range
b) players using ranged-based characters who are attacking from a distance within the FATE circle
..but *not*..
c) players using melee-based characters who can not leave the FATE circle without losing the level-sync.
That's an issue that needs fixing.
THIS THREAD, WHERE HAVE YOU BEEEN?
Seriously though, I was about to rage about this here. It's nonsensical. You're lvl 58 and can kill the Tulihands where they spawn outside the FATE ring, but I'm lvl 59 (example only: yes, I know I'm lvl 60) and I'm stuck. Monk is literally the WORST class for this: your only "ranged" attacks are gap-closers that remove the sync before impact.
On the topic of buffs: PLEASE take another look at how buffs are removed going into a FATE. It's one thing to go into a level 10 FATE and have Fists of Fire/tank stance/etc. fall off. That's fine. But Heavensward FATEs? Why is something like Protect or Stoneskin necessary to reapply every FATE even though they're all lvl 50+?
In the case of the enemies becoming invincible right away it's not because of the fate area, but because the enemies spawn outside of their own "comfort zone". The ones every enemy on open fields have, not tied to the fate.Ugh, noticed this too, always makes me groan every time.
FATE mobs should never pop outside of the blue circle. This is really the only thing that needs fixing, rather than messing with level sync and how it works (the whole "leave sync on until disabled by the player" suggestion is just asking for trouble and complaints)
Whether this means moving the spawns or making the FATE circle bigger (the latter is probably simpler to do from a design standpoint) doesn't much matter to me.
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
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