Really hate N>G PF that the leader locks an item that he is not on the job
So i got bored
Now with more bad grammar
Really hate N>G PF that the leader locks an item that he is not on the job
So i got bored
Now with more bad grammar
I understand your point, but there's almost 2million players, they can't all be top tier immediately. The game is about vertical progression and claims to be for casuals mainly. I think welfare gears are good enough to not let them left out of new contents. Top tier players will be leagues ahead anyway.
So Ifrit has nails, Titan has gaols, Garuda has plumes/sisters, Leviathan has spumes.
If I'm not fighting Ramuh's goddamn beard/whiskers I'm gonna be incredibly fucking angry.
Ramuh is gonna run around casting burst on any Black Mage making them feel upset about losing the spell from 1.0.
GW2's world is a whole hell of a lot bigger outside the box. So, I'd argue overcrowding doesn't happen so much simply because people are so spread out and generally won't know if certain events pop up in other zones unless people tell them or they learn the schedule, like with dragons.
That said, while GW2 had more incidental rewards, the actual endgame application of their events and such was largely non-existent (at least when I played) with the only real significant karma dump being toward a legendary weapon if you chose to jump through all their other inane hoops. Most items were vendor trash due to the broker pooling all worlds. The few that weren't weren't something I could say you could target farm and was more Diablo-style RNG on the drops. And in the end, most of the best gear just wound up coming from grinding dungeons/fractals, which is an issue I feel XIV experiences in its own way.
That said, SE would need to improve FATEs significantly, both on reward and scale. If the zerg swoops in, the FATE needs to adjust accordingly so it's not done in seconds if it isn't artificially scripted like an escort. You also can't have deliberately shit gear because people just won't bother if it can't compete with other paths of progression. And, well, I've said it numerous time before, but we need some more level 50-53 only open world zones. Not just one, though. Again, people need to be spread out.
Nails / "Jails"
Plumes / Spumes
??? / ???
Nails/Heart/Gyres/Sisters+Spiny all serve the same purpose: to wipe you with an ultimate if you don't kill them in time. Ifrit is the only Primal without any actual adds (unless you want to count the nails as both since they do hit back in the form of an explosion). Garuda doesn't really have a plume/weight equivalent but the vortex/tornadoes are close enough.
What? Garuda summons Razor Plumes which damage the Monolithic Boulders which (in HM/EM) protect you from Aerial Blast. I'm not talking about Weight of the Land/Radiant Plume/Grand Fall.
OF ALL THE PRIMALS GARUDA AND IFRIT ARE THE ONLY ONES WITH ACTUAL THINGS NAMED PLUME IN THE FIGHT
the point is we're going to be taking Jandelaine into the Ramuh fight to trim Ramuh's beard to reduce damage from Judgement Bolt
edited for clarity
Well, yah and I'm unsure what you mean here. My suggestion was giving people their own drops, so I mean, overcrowding doesn't really hurt that concept as much. I'm not being sarcastic or anything I'm just missing the point of this line. What do you mean?
They've added a few more Karma dumps since then, including "boxes" that can pop out random high level synth mats, and even viles/etc of Karma to refund some of your purchase, which is a nice money maker. Also a lot of items you use daily (Mining tools, Cooking items, etc) are added to it. There's also a buttload of armor for leveling, including pretty decent accessories. They also now have "Race" armor thats bought with Karma, including Exotic level 80 versions which are great.That said, while GW2 had more incidental rewards, the actual endgame application of their events and such was largely non-existent (at least when I played) with the only real significant karma dump being toward a legendary weapon if you chose to jump through all their other inane hoops.
http://wiki.guildwars2.com/wiki/List...merchant_items
Well, A lot of good gear does come from Dungeons/Fractals, but Exotic found/crafted gear isn't that far behind. Theres also a bunch of "Unique" Exotic sets that can drop in Orr from enemies and events, all of which are pretty nice and people hunt them. They also added a new "Wardrobe" system since I played last year, and each item you find rather you destroy it or sell it or what have you will unlock its skin permanently to be used across all accounts, so finding these Orr items and such is cool for vanity too.Most items were vendor trash due to the broker pooling all worlds. The few that weren't weren't something I could say you could target farm and was more Diablo-style RNG on the drops. And in the end, most of the best gear just wound up coming from grinding dungeons/fractals, which is an issue I feel XIV experiences in its own way.
Yah, its early in the game so I'm hoping they add more high level areas and such in time, and I'm sure they will. On your FATE subject, I think SE had good intentions with FATEs but they did seem a little half-assed, they don't scale well at all, and I could actually solo a good bit of the boss ones on SMN. They seem to be designed in a way that a "medium" group could take it out quickly, but a solo player could probably outlive it before the timer ends too. Thats bad because now you have like 90 group zerg fests coming in and killing it before most people even dismount their chocobo.That said, SE would need to improve FATEs significantly, both on reward and scale. If the zerg swoops in, the FATE needs to adjust accordingly so it's not done in seconds if it isn't artificially scripted like an escort. You also can't have deliberately shit gear because people just won't bother if it can't compete with other paths of progression. And, well, I've said it numerous time before, but we need some more level 50-53 only open world zones. Not just one, though. Again, people need to be spread out.
I think I remember shortly after I quit they did an update that the event would scale based on how many people participated in the last event? Hows that working.
In Ramuh you gotta preserve the lightning rods to reduce damage, duh.
Stay close to the lightning rods to avoid lighting strikes and get reduced damage dealt.
Stay away from the lightning rods to deal full damage but you have to run in circles to avoid lightning strikes when the screen flashes.
Edit:
Complaint:
Early morning. PF had 2 parties. A 7/8 T2 and a 1/8 T5. Out of boredom I joined the T2 one. 1 Click message pops, party goes in. Party gets hit by laser and repelling cannon wiping everyone but the tank and myself. Naturally, the party blamed the tank. I really hope SE changes this dumb rage mechanic. -_-
Dude, I don't care about "top tier" or not. I care about people being intellectually lazy and never bothering to learn anything in this game. The content in this game, by and large, isn't hard if you put in some time and learn how to do it. But people can't even do that much, and it's a shame because of all the crutches they have. You can do most content well below i90 and without echo, but when you can't manage it even with the echo and being horribly overgeared, there's a problem.
I half want to say this is successful design; that it's a good thing you can't just cheese some encounters without learning a little about them. But it's also a bit too little too late for a lot of players who just faceroll'd to 50 in all of the dungeons where failure didn't equate to more than "more time spent before winning" and didn't learn their job, much less the encounter.
I really think early content should be more punishing of failure, to reinforce this stuff earlier. But that's both unlikely and doesn't help the current population of lazy/bad players.
I've seen it before in games where 90% of the game is faceroll easy and the remaining 10% is a huge difficulty spike, and it invariably results in what we're seeing in this game: People do that easy 90%, then flail around and never accomplish much else because they've never learned how to handle the increased difficulty and they aren't inclined to start learning at that point.
I mean, look at the number of DRGs who don't keep Heavy Thrust up or do Chaos combo, the number of BLMs that do things like Fire 3 Flare Transpose repeat on single targets, the number of WHMs who just go 11111111, etc. Absolutely no excuse for that, but like you said, it's too late to make people learn if they haven't already.