I feel like you could fix this by simply limiting how much damage it can take. Make it so the things health can't go 100-0 in faster then, say, 60 seconds. Boom problem solved.
I feel like you could fix this by simply limiting how much damage it can take. Make it so the things health can't go 100-0 in faster then, say, 60 seconds. Boom problem solved.
The hunts being HP-gated so they can't die until they've done a full sequence of their mechanics would be pretty amusing and not overly prohibitive since it only takes like maybe...two to three minutes tops.
The Hunt in Dawntrail has been hot garbage, and it is breaking under the weight of all the players participating in it. Boss attacks aren't registering properly. My own attack animations don't play correctly when engaged with hunt marks. Extreme world travel congestion. Extreme zone instance congestion. It's borderline unplayable right now, and it's going to get even worse when they introduce capped tomes. Please fix The Hunt.
The problem is they don't scale. They need to scale off the number of people in the zone. If there is 60 people in the zone, then the HP should be 60x higher when they spawn. When the HP drops below 50 percent it then checks the combatant list and either gets a weakened debuff or a strengthened buff depending if it's dying too fast (hit 50% in less than 180 seconds, or too slowly) that either doubles or halves it's defense.Option 1: Increase their HP
Option 2: Make them into Fates like Ixion, etc
The current situation isn't fun. Hitting the Hunt mark 1 time and waiting for others to tag it to get credit is the definition of laughable content.
The fact that you've gone 8+ years like this without addressing it is a bad look. This isn't FFXII where you and your party are the only one who will discover hunt marks, this is an mmorpg, start treating it like it's actually one.
But realistically, they need to redesign it entirely so it's more like how some other MMO's do hunts/notorious monster/field boss's where the map location is not broadcast like a FATE, but it becomes known to everyone in the map as soon as someone hits it with a different icon on the map. Once defeated, it then despawns for at least an hour in a different location. And they need far more locations to spawn so people don't just sit there and camp them in the 50/50 chance of them appearing in the right place. They need like at least 10 different locations they can appear.
As it is, I think as soon as you out-level the boss, most people just come by and one-shot it anyway. So the one-shot'ness needs to not be doable even if you're level 100 and hitting a level 50 one.
Hunts are a bit anomalous in that they always provide relevant currency even for the ones as far as back as ARR, though that's just more reason why they need to be tweaked somehow.
Hunts and fates both need much better scaling system across the board.
It's too frustrating trying to solo fates only to be met with one raid scaled without any raid in the vicinity.
I'm gonna drop a controversial take as someone who used to enjoy hunts in Stormblood.
The zergfest trains are the problem. Players from other servers should not be able to claim credit on hunts outside of their home world.
I am fully aware that many are gonna hate this message, but hunts used to be a great community activity until every A-rank turned into a 200+ player zerg with the advent of world visit.
It's an awful system and puts you at the mercy of your platform being reasonably fast, not having potato connection and praying to gods you've never seen that the instance doesn't start having a stroke.
I understand it is incredibly efficient this way which is why I think rewards would need to be adjusted accordingly for the reduction on available hunts per player.
But zerging sucks and I'm tired of staying silent about this. World visit ruined the community aspect of hunting in favour of efficiency rushing.
I'll support adding in scaling even to just give them a chance to use their moveset so they can still be challenging instead of getting steamrolled. Too many undertuned enemies in the game as is.
Just throwing my worthless two cents in here as an old FFXI player. I really hate how you basically need "trains" to do hunts especially the big ones. The irony is that I want more open world content but it doesn't even feel like a fight most of the time because you hop in and get a hit or two in, and for all the effort and rushing you went through to get in the rewards just don't feel that good "most of" the time imo. FFXIV is for the most part a solo game aside from harder instanced fights, and then all the sudden I gotta go googling data center discords and weasel my way into something just to get in all outside of the game. Coming from FFXI it just doesn't feel natural. So idk maybe keep the hunt system and incorporate an actual NM system with claimable mobs? I know in this community that would probably cause more issues but I mean unless you are in a massive train you aren't hitting those harder marks anyways and if you don't get enough hits in you aren't getting anything even if you showed up. And don't even get me started on if you see hunts and you tackle them yourself to get nuts, if people see you they cry because your messing up "their" train.......in the open world......
Again worthless two cents don't flame me.
Hear me out.
It's almost as if Hunts aren't designed for the entire data centre to show up and nuke it from orbit.
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