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  1. #1
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,448
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100

    Fix Your Scaling in Occult Crescent, Devs.

    FATEs are getting deleted at a rate that's higher than normal before 7.4, not just because of the extra 6% Damage you threw us, but also the fact that Zeninage is insanely powerful for how cheap it is. Phantom Samurai gets the most power just from throwing the power of money around, and just doing that alone? You don't have to even think twice as the FATE dies in seconds.

    CEs are scaled properly per people, but FATEs? They only scale off the people that even touched the mob, and even then if it melts in seconds before anyone can hit it, then it's going to remain that way. It won't scale for say, 72 people mobbing an entire Pot FATE. While OC was designed horribly with the FATE Treadmill, I do think it does the entire zone a disservice if you're mowing down everything in seconds with just pressing Zeninage.

    Either they should NERF Zeninage(which is currently 1500 pot), or FIX YOUR SCALING.

    If something is bumrushed in seconds, give it a major increase in Health to compensate so it doesn't get mowed down repeatedly by Zeninage, because that's what's happening right now in OC, regardless of the Masteries you have.
    (4)

  2. #2
    Player
    HazamaKawa's Avatar
    Join Date
    Dec 2021
    Location
    Gridania
    Posts
    11
    Character
    Hazama Kawa
    World
    Ragnarok
    Main Class
    Dragoon Lv 100
    Definitely been a big pain point since day 1 first when people started getting the riding maps and then again when people were getting fully geared its something they need to address before we get the Northern Horn
    I don't believe the fault lies on Zeninage, this is a 2 min cooldown so it can't be the reason every target dies so fast, but mostly the system which the fates use to scale health. It seems like the system they use is based on either how many people tag the target or the ttk the last fate in the instance, but both dont work when you dont have people reaching in time so it's always on catchup. I believe there is already a solution from the past that can be reworked for here, if i recall there is a debuff that enemies can get in one of the older field zones along the lines of "overconfidence" this was a stacking debuff which made it so the less players there are in proximity the more damage the enemy takes and the less they give out. I would suggest they scale the bosses with 72 player HP and Damage Reduction values and use this debuff on all fates, stacks depending on how many players are proximity.

    Edit: Debuff i named "Overconfidence" is called Hubris in game
    (1)
    Last edited by HazamaKawa; 01-02-2026 at 09:58 PM. Reason: Edit for accuracy

  3. #3
    Player
    nguyentri11's Avatar
    Join Date
    Sep 2017
    Posts
    186
    Character
    Flufferbut Butterbuns
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by HazamaKawa View Post
    Definitely been a big pain point since day 1 first when people started getting the riding maps and then again when people were getting fully geared its something they need to address before we get the Northern Horn
    I don't believe the fault lies on Zeninage, this is a 2 min cooldown so it can't be the reason every target dies so fast, but mostly the system which the fates use to scale health. It seems like the system they use is based on either how many people tag the target or the ttk the last fate in the instance, but both dont work when you dont have people reaching in time so it's always on catchup. I believe there is already a solution from the past that can be reworked for here, if i recall there is a debuff that enemies can get in one of the older field zones along the lines of "overconfidence" this was a stacking debuff which made it so the less players there are in proximity the more damage the enemy takes and the less they give out. I would suggest they scale the bosses with 72 player HP and Damage Reduction values and use this debuff on all fates, stacks depending on how many players are proximity.
    I like this idea and I wonder why they didn't just do it again(another good implementation from past exploration content they decided not to use in OC). The debuffs could be timed with the FATE so maybe like every 1 minute it starts giving stacks of the debuff based on those participating in the FATE which would give plenty of time for players without the riding map.
    (0)

  4. #4
    Player
    HazamaKawa's Avatar
    Join Date
    Dec 2021
    Location
    Gridania
    Posts
    11
    Character
    Hazama Kawa
    World
    Ragnarok
    Main Class
    Dragoon Lv 100
    The reason the old system would be great is that is player proximity based and very responsice to players. Having it stack 1 every minute would cause a problem of punishing low player count instances with longer kill times than a full 72 instance.
    I wonder why they didn't just do it again(another good implementation from past exploration content they decided not to use in OC).
    There's been some good overall QoL for overworld activities in Exploratory zones that would have been great additions to the general overworld maps like NM's, Duels, CE's and random chest spawns. It always one of the biggest disapointments for me to come out of expansion releases when they dont take what was neat from those zones and use them in the rest of the game.
    (1)