For those of us who enjoy the Hunt, we've started running into an issue when it comes to the A rank hunts. These mobs have a tendency to simply disappear from sight whenever a set amount of players/objects are in vicinity of them. This in turn makes it difficult for players to receive credit for defeating the mobs since they aren't able to attack them.
Players have taken to the following to help as much as they can, but it's still not enough in some cases:
- Playing tank jobs and spamming as many enmity combos/abilities as possible
- Playing healer jobs, tagging the mob with a dot (at least 1 attack of some sort) then spamming AoE heals on their party to generate max enmity they can
- Dismissing minions and chocobos (although one cannot control other players, so there's a limit to that idea)
It can be hand-waved as a player-made problem, yes; it stems from the "hunt train" that (in my experience) developed over the course of Stormblood, since early on, the A ranks in SB areas were fairly durable/tough. Said "hunt trains" have continued up to this day, and with the advent of World Visit and being able to go to multiple servers for such trains, it's resulted in the aforementioned culling issue becoming more and more prevalent.
"Well A ranks weren't designed with 100+ people in mind"
Perhaps, but that's the sort of madness that goes on daily now. There's no written rule forbidding players from amassing in a pile as they have and frolicking through the zones to murderize all those hunts.
The only simple "solution" I have would be to grant the mobs culling similar to that of S rank hunts and Eureka NMs, but this lends itself to other potential problems.
I'm just pondering a way to help alleviate a lot of frustration for many folks. Thoughts/suggestions welcome!