I still will agree that they could do it...if they made the rest of the instance more interesting and the grind not so boring(not exactly sure how, but I'm sure they can figure it out/get suggestions from people that have an interesting idea).
Who says anything has to be done about it?besides syncing the magicite levels, what else can really be done about it?
If you're there, you're there. If you're not, you're not. No real difference from pre-SB hunts getting zerged down nowadays in mere moments when someone lands the first hit in them.
Frankly I insist they simply need to remove the EXP penalty when partying with higher level players.
If I want to speed up the exping of my friends I should be allowed to
I think it should work where the lowest levels get EXP from the trash mobs, while the higher levels get nothing. Would help people get within range of their friends (slightly) faster.
That's what I'm talking about, it's not even a direct eureka problem since it's how EXP always worked, they simply need to change it. I knwo there might be bots problems, but if we are going to add more of this max level progress things they need to make sure that the base system works without screwing late bloomers since this problem was hidden by the fact that MSQ is essentially everything you need to level up + you have other options.
Since this is really the first time that the game is telling the playerbase to grind mobs to level up they should adapt the system accordingly
It's effectively a Eureka problem because outdoor mob XP is basically irrelevant and Fates have level sync to address the issue already. So while it's alawys worked that way, chaining outdoor mobs for XP simply doesn't matter enough outdoors to make a difference. They wanted it to be a focus in Eureka and it doesn't work very well due to this, and it's not an issue in the train. So it needs addressing now.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
True, what I meant is that it's not something that was bred exclusively by Eureka, it was always a hidden problem of the game that because of how Eureka was designed was brought to light.It's effectively a Eureka problem because outdoor mob XP is basically irrelevant and Fates have level sync to address the issue already. So while it's alawys worked that way, chaining outdoor mobs for XP simply doesn't matter enough outdoors to make a difference. They wanted it to be a focus in Eureka and it doesn't work very well due to this, and it's not an issue in the train. So it needs addressing now.
Which ofc means they need to pay more attention to what they do when creating new contents
Last edited by Remedi; 04-05-2018 at 09:13 AM.
Seems to be half true. I'm in an instance of 31 people, and:They'll still die 30 seconds after spawning. The problem isn't that you have an extra magicite. The problem is that against those weaker ones, over half the train can bring their full DPS to bear.
Anything will melt when 80 people are doing full DPS against it. The higher level ones last so much longer because the percentage of people capable of doing real damage to them shrinks dramatically.
Caym just went down in about 50 seconds
Amemet in 30.
Fafnir, on the other hand, took several minutes to kill (upwards of 10).
Serket lasted less than a minute.
White rider lasted about 90 seconds, but because he literally popped after about 3 dullahans and it caught us all off gaurd. Adds still around, not all 30 of us there yet.
Polyphemus - lvl sycned to lvl 17 - took noticably longer to kill (over 3 minutes) as opposed to the others.
Bombadeer lasted over mins, kinda, cause folks had to travle to him and he was pulled "late". There was an argument going on whether we'd spawned him already or not. For reference, my fleche hit for 12,306 with no elements, and for, well, he died before I could cast again. So i guess 30 seconds on this guy. Just missed the lvl 7 nm too. Oops.
It seems that magicite makes a much larger difference than folks realize.
Still, more will need to be done to stop them from melting so fast. I agree. Perhaps add a 0 to their health![]()
Last edited by Wrothgar77; 04-06-2018 at 04:37 AM.
Caym is a mob where many people are capable of hitting the maximum allowable level by now, and that level is where you're still quite capable of doing great damage to it. Fafnir I can't remember exactly but I think he's high enough level to not require a level sync even at 20. There's a big difference in damage potential on these NMs because of this. (People are also a lot more likely to die to Fafnir, despite his attacks being quite avoidable if you know how -- stay close, and keep to his sides.)
The elemental levels make a far bigger difference than the magicites do. If you're underleveled (for instance, like you always are compared to Pazuzu even at 20), you're going to be doing crap for damage even if you have 5/5 in offense which presumably doubles your damage. It's mainly why he takes so long to kill compared to Caym (and why Fafnir is somewhere inbetween usually). A level 20 would probably do less damage to Pazuzu with 5/5 offense magicites than they would to Caym (at whatever maximum level you sync down to for Caym) without any magicite, simply due to how much of a difference your level makes and the fact Caym can be pretty much matched in level, whereas Pazuzu is out of our league due to our level 20 cap.
Last edited by Fynlar; 04-06-2018 at 03:26 AM.
Then the answer is to level sync us further down.Caym is a mob where many people are capable of hitting the maximum allowable level by now, and that level is where you're still quite capable of doing great damage to it. Fafnir I can't remember exactly but I think he's high enough level to not require a level sync even at 20. There's a big difference in damage potential on these NMs because of this. (People are also a lot more likely to die to Fafnir, despite his attacks being quite avoidable if you know how -- stay close, and keep to his sides.)
...stuff.
It's really the combo though - one is static, the other is a multiplier. They should both be synced/addressed.
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