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  1. #5
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,284
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    This issue has been brought up for over 10 years, many times even on these forums. It's been brought up so many times that SE actually acknowledged it and said how they understand that when you go to fight an old S rank, it melts. But they also said that they can't just make them FATEs easily because it's different code, and FATEs don't have the spawn condition code. They didn't seem to rule out addressing it, but they evidently didn't decide to.

    There was also concern about it being an issue with the release of World Visit, but Yoshi-P's theory was it would improve after the initial hype went down. Which it actually did, because people got their 2000 or 5000 achievements then we reached the next patch lull. Currently it's the sort of thing that wavers depending on time and patch lulls. Sometimes a cross-world hunt train can still have under 15 people early in the day during a patch lull, yet it can have as many as 400 after a raid release from just people on the same world as the train.

    Rather than FATEs, I think a better idea would be a sort of Reprisal status effect on the boss itself that converts received damage and scales it based on the Player's level difference, and then converts damage dealt based on the Player's level difference. Then it could also reduce the incoming damage further based on the number of players in its enemy list. It could sort of reduce it by dividing the incoming damage by the amount of players over 24.

    As I said though, they've never bothered with this so it's easier to just do hunts later in the week, during patch lulls or in the morning.
    (1)
    Last edited by Jeeqbit; 06-05-2025 at 12:50 AM.