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  1. #1
    Player
    Acesfool's Avatar
    Join Date
    May 2015
    Location
    Amelia OH
    Posts
    207
    Character
    Aces Fool
    World
    Malboro
    Main Class
    Gladiator Lv 100

    Make fates great again.

    In my opinion this is an issue that deserves petitions and uproar. Fates need to become important again. In HW they became less important until you had to farm them for the relic weapon. In Stormblood I have never seen groups of players doing fates. A few times I soloed one here and there, and on rare occasions someone would join in. But for the most part they go completely untouched.

    One idea I have is to combine fates with the concept of Eureka. Tie it to the relic weapon. Instead of going into an instanced zone make it so that by completing a certain number of fates it spawns a max level fate which drops a specific item you need. And you must have your relic weapon equipped during the fate to get the item.

    Of course there are some details to work out. So what are your ideas to make fates a relevant part of the game again?
    (2)

  2. #2
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    Your idea isn't really a fix. It's a regression to an old system and a bandaid at best. It only makes FATEs relevant while the relic is current. After the relic becomes obsolete, then the bandaid is ripped off once again.

    Also, have you not been in Eureka at all? Notorious monsters are just FATEs in disguise, usually with more intense mechanics.

    So in reality, no one ever stopped doing FATEs in SB, they were just being exclusively completed in specific areas.
    (19)

  3. #3
    Player
    WaterShield's Avatar
    Join Date
    Sep 2018
    Posts
    384
    Character
    Lalah Elakta
    World
    Balmung
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Acesfool View Post
    In my opinion this is an issue that deserves petitions and uproar. Fates need to become important again. In HW they became less important until you had to farm them for the relic weapon. In Stormblood I have never seen groups of players doing fates. A few times I soloed one here and there, and on rare occasions someone would join in. But for the most part they go completely untouched.

    One idea I have is to combine fates with the concept of Eureka. Tie it to the relic weapon. Instead of going into an instanced zone make it so that by completing a certain number of fates it spawns a max level fate which drops a specific item you need. And you must have your relic weapon equipped during the fate to get the item.

    Of course there are some details to work out. So what are your ideas to make fates a relevant part of the game again?
    Please don't
    (6)

  4. #4
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,779
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    nothing is relevant unless you put something that makes people have to do them, all i really want is them to make all the fates easily soloable after like the first patch of an expansion like the .1 series since pretty much after that everyone has done the important fates for achievements and items and is done doing them and fates because pretty meh after because of how long one can take to beat.

    the exp on fates now aren't terrible especially when you get the fate exp buff but it becomes not worth because of how long to solo a fate plus with the new system of anyone on the map at all makes a fate harder even though noone will touch them just hurts anyone who wants to do one.
    (5)

  5. #5
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    The issue with FATEs is currently reward vs time.

    At the moment, FATEs give a little bit of experience (About 100k-150k in SB, going up to 200k-230k with Twist of Fate bonus), insignificant amounts of Gil and insignificant amounts of GC seals (Which are an outdated currency and have been since ARR >.>)

    Meanwhile, you have Dungeons and PotD/HoH that give a ton of experience (Like 1-3 million in SB), give a small amount of Gil, can give a TON of GC seals (From trading in loot), and also can give Poetics (Largely outdated currency, but at least semi-relevant for ARR/HW relic collectors)

    Meaning, that in order to similar experience to doing 1 duty, you have to complete 5-20 FATEs (Depending on if you're lucky with Twist of Fate bonuses, most likely you'll see 1-2 within the time it takes to clear out a bunch so it's more like 10-20 average) and if you want Gil/GC seals/Poetics it is just hands down better to never do a FATE over a duty.

    Thus the time to complete a FATE should be about 10-20x faster than a duty. It is not. A duty takes like 15-20 minutes. FATEs take about 5 minutes (Maybe longer if you are solo)

    So basically, the easy way to make FATEs relevant, is to buff their rewards to being actually worth the time it takes to do them.

    Flat out double their base experience gain (So 200k-300k in SB so about 400k-600k for Twist of Fate bonus). Increase their gil reward by 10x (So you get 2k gil per FATE with gold reward). Slap in some semi-relevant currencies such as Poetics for ARR/HW, Mendacity for 60-68 and Genesis for the level 69 FATEs so that FATE farmers can then purchase tome gear when they reach relevant levels (Potentially add in a few more sets to purchase at like level 30, 55 and 65 to make currency while leveling relevant)

    Something like that would go a long way to making FATE farming somewhat relevant, even if it's just while leveling.

    If you wanted to promote Trains too, put in daily bonuses in specific zones. Each day will be a new zone that gets like 50% more rewards and maybe some Genesis tomes irregardless of level range. That way people will funnel into the same zone to farm FATEs.

    In addition, you can increase the rewards for completing the Raid FATEs. For example, put a weekly raid page reward for doing a specific Raid FATE. So that Raid FATEs are also worth doing.
    (3)

  6. #6
    Player
    Septonyte's Avatar
    Join Date
    Sep 2016
    Posts
    90
    Character
    S'epto Nyte
    World
    Balmung
    Main Class
    Red Mage Lv 90
    If they extended a small amount of allied seals and/or centurio seals to them at higher levels the fates might become relavent. But I can see a lot of blowback from the Hunting community if that happened.
    (3)

  7. #7
    Player
    Anarnee's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    1,342
    Character
    Thyn'a Sindyrl
    World
    Siren
    Main Class
    Dragoon Lv 100
    I don't want them tied to a relic, but I would like to see fate trains again like back in ARR for leveling. Fates in SB brought a really neat addition, I love the twist of fate buff and the exp buff from the maidens.

    I still do fates at higher levels if I need a super small amount of exp, but it always feels like unless you have a huge group doing fates, they just take too long, especially if a few people leave because of the scaling.
    (1)

  8. #8
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    At launch of Shadowbringers FATEs in new areas will be active because they'll, once again, have relevant rewards in the form of exclusive item drops and achievements (which will provide either titles or items when redeemed at Jonathas).

    Long term, they'd have to adjust the immediate rewards (EXP, gil, seals, etc.) and/or provide additional tiers to the FATE-related entries in the Challenge log and/or make daily FATE-related challenges a thing again (similar to ARR Allied Seal Dailies... which I never do because waiting for a FATE to spawn for however many Allied seals simply isn't worth it).


    I mean, maybe FATEs do need a small buff for those that simply prefer to level that way. Personally I always thought they were trying to funnel ppl into more "party-play" activities for leveling on purpose to help populate dungeons for ppl that were progressing through MSQ. With the additions of Trusts in ShB to facilitate "solo'ing" MSQ dungeons... that will theoretically no longer be an issue though. So ehh...
    (1)

  9. #9
    Player
    ZeroPointSigma's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    21
    Character
    Mau Mavis
    World
    Mateus
    Main Class
    Rogue Lv 80
    If I remember correctly, didn't people used to bitch about FATEs giving similar exp/rewards to dungeons to the point where SE buffed dungeon rewards to make them more enticing, especially after the griping about dragging out the one FATE in Northern Thanalan to milk exp out of it?
    (0)

  10. #10
    Player
    Acesfool's Avatar
    Join Date
    May 2015
    Location
    Amelia OH
    Posts
    207
    Character
    Aces Fool
    World
    Malboro
    Main Class
    Gladiator Lv 100
    Thank you to those offering ideas for improving fates. Even if I don't like your idea (I haven't really seen any so far that I'd complain about) I appreciate taking the time to contribute.
    (0)

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