Add things like Besieged and Campaign battles from FFXI that can influence zones if they fail. I enjoyed those casual activities. Essentially they were like fates or mega fates that had some consequences if players failed to clear them.
Add things like Besieged and Campaign battles from FFXI that can influence zones if they fail. I enjoyed those casual activities. Essentially they were like fates or mega fates that had some consequences if players failed to clear them.
Mechanically, I think they are largely fine. Sure they could be more challenging or interesting but I don't personally mind the majority of them being fairly mindless.
Better rewards would be nice, even if just in the form of expanding the bonus XP stuff to all zones. Some sort of reward for doing enough of them would also be nice, akin to the Shared FATE system in ShB.
I would also like them to be quicker to complete solo, since that's how you often end up doing them. The participant number scaling just seems off. A group can blitz through a FATE in a couple of minutes but if you do them solo it can feel like it takes forever, which just further discourages me from doing them.
Oh, and it would be so nice if, as in all sync down content, you didn't loose your tool kit when you synced down for them. I don't mind being powered down to match the FATE but it just plain sucks to lose half of my abilities.
If they are committed to improving new player QoL I would think 30 min fates need to be evaluated. Also should question the range for what you get punished for xp loss for fate. If I can solo something 5 levels below me should probably get full credit.
A really big thing I noticed when finishing up BLU. With buffs I was getting 70k xp per kill same level and could chain about five reg mobs. The fate right beside it was only giving 74k and the mobs xp were complete garbage. Scaling seems really broken for fates.
Dynamic zones changed by fates. Shroud has a little bit of this idea with the one base that changes with how the fate goes. But one where special hunt mobs could spawn certain families of mobs could change or nodes become available. Would probably get boring fast. But to start with it would be fun.
This used to be the case. You could join an instance while your fate didn't finish yet and you'd simply receive your fate reward after you come back from your duty (failure reward as well).
This was back in ARR and I'm not sure when or why they changed this (would love to know). Really frustrating right now if your duty pops in the middle of a fate.
What were Diadem and Eureka but attempts to make FATEs interesting?
... that somehow made them even worse, IMO.
I'd like if more of the FATE bosses had unique mechanics instead of just being a bigger, tankier version of an existing enemy in the zone.
That flan boss that showed up for the most recent Heavensturn event was a good example of how you can use an easy boss to help prepare people for tougher encounters by making the mechanics a bit more elaborate (It did desync'd cone AoEs that formed a full circle, as well attempting to knock you back into scattered circle AoEs), but not that punishing if you mess them up.
Last edited by KageTokage; 04-28-2020 at 10:49 AM.
Increase the frequency that fate chains spawn, especially the final boss ones.
Implement a gemstone system for older content but don't have the reward cost be too high. Incentivize older players to go back and play with newer players.
Increase the level sync limit
Have underwater fates (that might be dumb but it sounds cool)
That's intentional design. BLU gets absurdly high amounts of exp for killing mobs than normal jobs do, to the point that fates/leves/etc are all left in the dust since they want to promote mob grinding with BLU.
Better rewards... say, minions or furniture, glamour or crafting mats of some kind. Possibly some that are zone based, so any fate in the zone has a chance to drop them.
Expand the bicolor gemstone system to old zones.
Make it so twist of fate isn't lost on zone change (unless that already changed and I missed it, I remember that being the case tho)
More styles of fate... proper tower defense style gauntlet with turrets or something maybetake advantage of the new mechanics they've added, maybe even some that don't require combat at all - like those zoom and scout ones. Dart throwing at targets or something idk. Not a lot of that probably but could spice things up a little.
More chain fates.
Somebody said it already but rescaling some of the boss fates, or improving rewards so people have more reason to bash their heads against a fate that takes 20 minutes to kill alone if it's even possible to do (haven't tried in ages but I'm thinking of the big armored turtle in the Dravanian Forelands).
I know people keep saying it’s easy to make Gil, but it isn’t if you don’t craft or gather. I would increase the Gil rewards on these Fates. They still only give in the hundreds, I think maximum is in the three hundreds. I would Gil farm Fates if the amount given was higher. We need to see Gil drop in the thousands and ten thousands the higher level you go.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.