

I would love this too, there is days where I just don't want to do dungeons and rather do FATES for a change.
Also update them to be like the Shadowbringers Fates too.




I consider them practice grounds. While I haven't been a fan of running dungeons of late, I always considered them to be great places to apply fresh knowledge, or to give your rotation(s) a refresher if you're rusty. Dummies don't hit back, and FATE bosses are auto attack>auto attack>Telegraph>auto attack>auto attack>target 'yo berd>auto attack>repeat.
While true that players deliberately have to work against each other to fail dungeon duties, they are made TONS easier when everyone puts in effort to clear them. Every once in a while we do get a dungeon that does require being alert. Unfortunately, when those come around we get a lot of peeps saying, "HOMG, this dungeon sucks. It's too long, and it's ilv sync is lower than the other dungeons! reeeeeee!"


Honestly, they should just increase the xp per level bracket and make each leveling path about equal of each other. No matter how you slice it the actual game for anyone that isn't going through for the first time is at max level (And the road to 70 buff already gets people over leveling what they should be at anyway); and starting new jobs is a chore at best and a painful slog at worst.
Right now, the best way to level is doing your relevant daily dungeons, and then spamming POTD/HOH ad nauseam. Letting a player level effectively in the manner they choose, shouldn't be a sticking point for SQEX; especially when nothing short of savage/etc at end-game requires much thoughtful input
People hate those dungeons because the only reason to do the daily roulettes is the rewards for doing the roulette; and when the reward is the same regardless of dungeon, getting a dungeon that is more annoying to do is a net deficit to the time you're putting into the game. So you can't expect people to get giddy at the prospect of spending longer in a dungeon (or deal with a more annoying one) if the carrot that everyone is after will always be the same size.While true that players deliberately have to work against each other to fail dungeon duties, they are made TONS easier when everyone puts in effort to clear them. Every once in a while we do get a dungeon that does require being alert. Unfortunately, when those come around we get a lot of peeps saying, "HOMG, this dungeon sucks. It's too long, and it's ilv sync is lower than the other dungeons! reeeeeee!"
Last edited by frostmagemari; 04-01-2020 at 02:53 PM.



I checked it out of curiousity, and patch notes didn't mention any changes about amount of books you could use. Do you by any chance mean this phrase from official page for level boost system? Because its wording does sound a bit confusing for sure.
Though I won't be surprised if there was some sort of a bug or restriction, but in this case that's a bit weird that they never wrote about lifting/fixing it.<...>
Instantly level one job of your choosing to level 70, complete with a set of gear to begin your adventure.
<...>


Truthfully, I just remember about jump potions from a love letter back in the day with initial discussion about it being a one time thing per character... but I never really followed up with it after it went live. A quick google search about it pulled threads on here that said the restriction was lifted around 4.1 due to poor sales.
I can’t honestly confirm any of it as I never used, and if/when restrictions were lifted (or even ever implemented when the product officially launched), I’m not sure as I kinda glazed over it other than the initial discussion on live letter.
It could very well have been that second bit you mentioned,



Now that I googled it, I did indeed find some threads about restriction (on reddit mainly), so looks like you remember it right. Though it's confusing that I didn't find a single word about changing the system at lodestone. Maybe my key words for searching were wrong.
P.S. Wait, I found it. They just wrote about it in Mog Station new items release post, not in normal patch notes where I looked for that. My bad.




Yeah would be nice to maybe get more people out doing fates... I really prefer them to spamming dungeons to level, and I'm really sick of running HoH. But fates are kinda not fun when you're the only one doing them and each one seems to take an age and a half to complete alone, especially now that every class I don't already have at 80 is a class that I don't even really enjoy playing...
"Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time


I guess an honest compromise would just be reorganizing the roulettes/cleaning that whole thing up so there is a “better, but daily menu of things” followed by a lot of other things that give similar rewards. I had said I prefer dungeons giving the most..but its not a hill I’d die on. If the deep dungeons, fates, regular dungeons and even Eureka yielded a similar amount of xp per hour (based on average player skill/time), I wouldn’t fuss about it.
Though they really should get rid of main scenario roulette and jus turn those into a solo instance with NPC companions...
FATE rewards are what they are because they explicitly don't want to route player traffic away from duty instances and increase queue times. You will never see FATEs give a much higher % of a level than they do already.
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