I agree with the OP in a way.
FATES need to be changed. They should be made harder, the should scale to the number of people in the FATE area. They should require gearing up for. The risk SHOULD equal the reward. Which at the moment they don't.
As WHM, I've had a "tank" in full vendor bought vendor gear and starter GLD sword. A BLM, when I was PLD, sprinting ahead of me and spamming fire 2 at the trash before I could pull who left the dungeon when I said, to quote, "This isn't a FATE XD".
Dungeons should be a way to gear up to do quests between quests and unlocking new dungeons. Also, would be good if mob xp in dungeons scaled to your true, not level synced level.
At the moment I can que in DF for one of the first 3-4 dungeons and be stuck in a queue for upto an hour, as a tank or healer.
Theres no incentive, outside of pure personal choice, to re-enter dungeons after you have cleared them once for the story quest on subsequent classes. You can literally grind in a FATE xp party from 1-50 without ever changing your gear.
New players getting blocked on progressing the main story on mandatory group content are not going to continue. It's a problem that is starting to show heavily now. How bad will it be in 2-3 months? upto 1 hour now for healers and tanks. Is it going to be like FFXI where you could literally go days without finding an xp party to join just to play and progress?
This is a problem I envisioned as soon as I discoverd that group content is a mandatory part of the main story. There's a reason why most MMOs dont have that anymore.
If SE want to keep the mandatory group content during levelling then more incentives need to e given for players levelling 2nd and subsequent classes to replay the dungeons to keep a healthy population inthem and/or reward max level players for queing for a random any level dungeon eg decent gil rewards upon completion, seals, even tomes.


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