People using map hacks to take the hunt out of the hunt is kind of problematic for this too.
they;d probably be a lot more courteous if they didn't instantly know where every hunt was immediately
People using map hacks to take the hunt out of the hunt is kind of problematic for this too.
they;d probably be a lot more courteous if they didn't instantly know where every hunt was immediately
Enforced community features always backfire
The point and and greatness of a player community is to govern itself
What I would like to see for The Hunt, is the hunt's HP increasing based on the amount of people attacking it. Because they just die way too fast if there's a lot of people around.
Edit: If they are already doing this, ignore my comment. But I don't believe they are.
I think they could at least reduce how much enmity you need to generate for full credit because if you're not running multiple tanks it's highly unlike you'll get full credit at a hunt that has 100+ people present.
I honestly don't even think Hunts should be world bosses to begin with. Endgame Levequests/Guildhests which are difficult enough to require a group would have been a much better fit for the content, IMHO. Designed with a set number of players in mind, you could make them much more mechanically interesting to both find (a fair number of Levequests simulated hunting far better than Hunts) and fight, it's actually kind of sad that one of the main solutions SE has come up with to "let everyone get a chance" in the past has been to simply throw more HP on the Hunts... Honestly, let everyone get a chance at them by not making them world bosses... Zergrushes are simply not fun, I'd much rather have something I can log on and work on with friends than the current system where you just show up with the rest of the server and melt down a monster with ridiculous HP with little thought involved...
kill the world of an mmo, how greatI honestly don't even think Hunts should be world bosses to begin with. Endgame Levequests/Guildhests which are difficult enough to require a group would have been a much better fit for the content, IMHO. Designed with a set number of players in mind, you could make them much more mechanically interesting to both find (a fair number of Levequests simulated hunting far better than Hunts) and fight, it's actually kind of sad that one of the main solutions SE has come up with to "let everyone get a chance" in the past has been to simply throw more HP on the Hunts... Honestly, let everyone get a chance at them by not making them world bosses... Zergrushes are simply not fun, I'd much rather have something I can log on and work on with friends than the current system where you just show up with the rest of the server and melt down a monster with ridiculous HP with little thought involved...
Levequests are still open world though... They're just personal to your group, rather than something literally the entire server can jump on...
Personally, I'd rather have meaningful open world content, than something made meaningless through zergrushing. We already have FATEs for 0 IQ boss melting, never understood why Hunts had to just be markerless FATEs, when the concept could be so much more engaging...
a lot of these early pullers are server hoppers who stalk the real S rank spawners (they don't do anything to spawn them) and instantly pull the hunt.
You could solo HW A ranks in HW if you were on a tank lol.If it's ShB hunt monsters then I agree that if you snooze you lose.
But ARR and HW hunts are dead.
You could solo ARR a ranks back in SB and the same is probably true for HW a ranks now too, and if you can't solo ARR s ranks yet then come back a few raid updates later and check again.
They may be free for all, but I'm damn sure they never intended for them to be solo'd.
They still need to do something about the ARR and HW a/s ranks. Turn them into fate styles where you need to level sync. They die way to fast. I've been at them before they get pulled and still sometimes don't get full credit even in a full 8-man party.
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