They mean the ones people grind in instead of complete the objective, just sit there and aoe tag monsters until the timer is almost up. Dark Devices and a few others employ this.
I think more encouragement into dungeons and less into FATEs would be a bad idea. The servers don't seem big enough to handle many instances that I fear we'd get a lot of "Instance server is full, unable to enter dungeon" or similar errors, especially in these early weeks when people are playing their free trial and spamming everything they can for gear/levels. But the FATEs are definitely causing issues in areas with so many players doing AOE and causing massive lagging that I'm convinced that phasing FATE fights is probably the best solution for both avoiding lag and zerging.
My personal addition : in most FATES, mobs usually die way too fast especially when there are many players involved. Scaling is actually broken the way it is and this completely spoils the fun. Please SE, be wiser than Anet in this regard, I know you can. We certainly cannot avoid the mess, this is in the nature of open world events, but we can easily make mobs harder to kill, at least.
Just to echo what seems to be a shared sentiment, please bring contribution from healing (for healers) and damage taken/mitigated (for tanks) up to par with contribution provided by damage dealt. It is laughable that, as a WHM, my best bet at maxing contribution in FATEs was to tab-aero (or, at later levels, stand in the middle of a pack and mash Holy). Healers would get to play their class as intended, DPS and tanks get healed in order to keep on fighting. Seems like everyone wins, right?
I actually like FATEs a lot as it makes the open world a bit more lively than it would be if people only sat in town queued for dungeons. The issue of undergeared and/or underskilled players coming out of the woodwork due to FATE grinding is more than a mere non-issue, but it is not something I can really comment on since I usually run with friends.
FATES are here to stay, I myself dungeon grinded to 50 with quests mixed in here and there. I agree that it is cheese mode, and supports this new instant gratification style of MMO play that has seemed to trend here recently with all the games in this genre that have release in the last 5 or so years. I have played both sides, as in GWII I was a member of the titan alliance on Hendge of Denravi , beat Rift in a few weeks, Star Wars in a few weeks. This time I plan on playing a while, and didn't FATE grind because I didn't want to ruin this game and have some fun for once.
With this said, the only thing I see wrong with the FATES "other than the ones you can spam grind mobs in this is broken" is the frequency at which they appear on the map is to much, adjust this to some lesser degree and I think we have a winner.
i have all the battleclasses at 50 from 1.0.
Atm im enjoying my acn/smn/sch. Im lvl 48 and tbh i get annoyed by the limited/boring choices i have to level. I have no quests anymore. Leves are "ok" but they are all the same.
"Fates" like they are done in GW2 are in general a lot better, especially the "chain-fates".
You start at an outpost that is under beastcontrol => you attack it with npcs, when you manage to get the oupost under your control, after a short time, they start to put troops together to start an attack. So the npcs go for the bigger
Beastmen oupost to capture it. It happens in like 3-6 Stages. Each gives xp etc. Its also harder so not everyone can just simply bio- bio -bio through it and get max xp like in ARR. in the end there is a boss usually.
when you win, xp etc. again. Then the area is mainly under the "good boys" control but the beastmen ofc wanna get it back. So after a while they come with lotsa troops to get their stronhold back => then if successeful they attack the friendly outposts as well and try to bring it under control.
1) make fates more like chain events. not stupid random monster "pops"
2) make them harder. Make it so a dot class also has use, not only dps AOE like crazy, thats it.
3) make the mobs last longer/better scaling when there are more ppl around. By the time you are near a fate most of them are already done. That is annoying and stupid.
4) give us more higher lvl mobs and areas to grind xp in parties. Not everyone likes that. But its far better to learn your job on higher mobs then spam fates. You can easily get lvl 50 and suck healing lvl 16 instance...
And im pretty sure ppl like that idea too.
Add areas in beastmen strongholds with monster lvl 55-60. This cannot be so hard but im pretty sure ppl will like it. And the game really needs it as an option to level. Ppl have a big load of jobs to level and this is a good option imo.
5) please dont just add more fed-ex quests or kill 5 marmot quests to level. that is even worse then spamming fates.... its ok for one job/class but for... more then 2 and you shoot yourself
Please eliminate ALL AoE in ALL FATE... If u want to join a fate, just click a button like lvl sync and than your AoE ability will be disable... : )
When you earned skills, you don't expect them to be disabled without a good reason (and I mean a RP reason, not just for the sake of gameplay). There are many things that SE can do to FATE before resorting to such heresy.
We don't stop playing because we grow old, we grow old because we stop playing.
As others have mentioned, give better exp for other things. If dungeons/chain killing/etc give better exp, fewer people do fates thus evening out the numbers a bit. The main problem I see right now is that they don't seem to scale. The difficulty is the same whether there's 2 people or 20 people. If there's only 2 people, you're fairly likely to fail some of them which makes it hard if you're not online in NA prime (certain areas). If there's 20 people, you're lucky to get one hit per mob.
Lower the difficulty with fewer people, make it progressively harder as more people show up. Depending on the increase in difficulty, it may encourage people to break up into small groups rather than going as one giant one.
You shouldn't have to put limits/lower rewards to try and drive people away from an event. Just provide alternatives that are more appealing to a good number of people (dungeons/grinding mobs).
|
![]() |
![]() |
![]() |
|
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.