I thought it was going to be this batch of "hot fixes" but that seems to have only fixed Gerolt. I am anxiously awaiting this particular change, so that sub lvl 14 NM's don't die 30 seconds after spawning.
I thought it was going to be this batch of "hot fixes" but that seems to have only fixed Gerolt. I am anxiously awaiting this particular change, so that sub lvl 14 NM's don't die 30 seconds after spawning.
4.3 more than likely. Hotfixes are usually smaller changes whereas the magicite change probably has more technical balance they need to muck around with.
Honestly, even when they do fix this, they aren't going to die that much slower. Unless I'm not understanding the system correctly, at most the magicites can only double your damage (with all 5 of them in offense), if I'm not mistaken, so something that took 30 seconds to die would at most take 60 seconds instead if you were to negate all magicite buffs. (In reality, the difference made would be far less, because not all magicite would be negated and not everyone would necessarily be 5/5 in offense, whether it's due to not being level 17 yet, personal preference in wanting some points in defense, or sheer neglect and forgetting to spin your wheel.)
What's making the biggest difference is that more and more people are reaching the maximum level possible for these NMs, not the magicite thing.
Last edited by Fynlar; 04-05-2018 at 03:17 AM.
Boost the exp given by non-fate monsters so that chaining exp for low levels becomes comparable to fate chaining so the low levels have a chance to catch up without the worry about mass dying, or in this case missing the fate entirely because they are stuck traveling on foot.
We just killed numbers in 29 seconds. 29 seconds. That's stupid.
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.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
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.
Callisto: 25 seconds![]()
Remove EXP from NM's all together. They will just become drop pinatas, not leveling pinatas.
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