A) Coil gear is the best looking gear.
B) I want to ask how "best in slot" could possibly be a sidegrade but I guess we're adopting the "fuck it I'm i110 who cares if I have 600 skill speed" attitude.
C) Can't clear if you don't enter homeslice.
D) So fuck lockouts and random distribution but also fuck this lousy spammable shit too? The exact same spammable overworld-do-with-all-your-friends, hurray-tokens-fuck-that-FATE-life stuff that everyone was dying for? MAN GROUND KINGS IN XI WERE SO AWESOME RIGHT GUYS?
Give me a break.
I'm not going to say it's better, I've been raging about hunts as much as anyone. The system had great potential but SE lacked the foresight to make it work. It is more productive however and everyone agrees with that. Mainly because you're working towards something rather than relying on RNG. There's not enough of that in the game.
It's also amusing that you can farm a full set of sands in a week via hunts if you're dedicated enough but you still can't do Coil 2 with people in your FC who haven't done it this week because you've cleared it. Game needs more content you can do as a group that you're not locked out of. And don't say Ramuh because that was dated on patch day. No one wants those rings and weapons that can't be upgraded to i110, because they are focusing on ones that can be.
I keep asking myself what I'd like from CT2 too, weather to gear my PLD or BRD but every time the thought that it can't be upgraded and needs replacing as soon as possible enters my head. This leaves Oil of Time as the only worthwhile drop, a lot that is likely to be against 6-7 randoms and drops 1 out of 3 runs. 18 runs on average to get one, fuck that I can get 500 hunt seals faster.
All they really needed to do was up the initial health that they spawn with (which they fixed), and make the health scale to the number of people fighting it. Or add a growing defense buff based on number of people. Or something, anything that will make the content scale to number of participants. That way 1 person or hundreds can fight a B in roughly the same amount of time, instead of the "moderately quick if solo, completely flattened in 5 seconds in a group" shit they have going on.
But nope, lets not find ways to make that happen in 2014 when other games have been doing it for years.
Would have been the best way, it's the same reason the scaling of FATEs just leaves me scratching my head. Why would they base the HP on the amount of people that participated in the previous FATE? The only thing that really matters is the current amount of participants, HP-scaling for both FATEs and hunts would have been the easiest way out, and one of the best ones as well.
Instead, we now have a system that has to rely on people waiting for others to arrive because the whole server feels entitled to every single NM and it doesn't matter if you're the first guy there since all it takes is one of the many white-knight communists to reset the mob so more people can bash on it to invalidate everything you've done prior to the reset. I'd wager that this problem would not have become so rampant if the mobs had received adequate amounts of HP, at least I would hope so.
Other factors that contribute to making hunts a thoroughly thrilling experience are the absolutely terrible priorities when it comes to actually displaying mobs and general issues with the huge amounts of people there.
This becomes exponentially worse if you're not playing on an adequate system, as I can vouch for, currently having to play on a lower-end laptop that may not allow me to play the game on high settings or anything, but at least it works. During Hunts, however, I consider myself lucky if I can see the mob, though, as far as I can tell, the general strategy for the mobs seems to be the same - do something, anything to get credit and ignore everything else, assuming you can even see what's going on. Yesterday, for instance, I found the Rank A mob in Central Thanalan. I was the second one there, waited two to three minutes, then pulled. Due to extreme lag, I died to needles, then someone felt we hadn't waited long enough and managed to reset the mob - nothing for me.
This has been applicable to quite a few of SE's attempts at providing us with content, but Hunts are, in my opinion, the worst offender so far. One of the problems is the way the community handles them, I'll give them that much, but there are so many things they could have done better.
At the same time, however:
I can see lots of players and even minions, NM's, however? I've managed to catch glimpse of one Rank S mob so far, though it lasted for maybe three seconds. Claiming that they have "top display priority" goes to show how much testing is actually done on some things prior to release.
The way I understood that post you linked from OF hinges on this phrase
they plan on making S rank marks have top display priority, but they currently do not. Those notes state what was changed (HP values) and what they're going to change (easing contribution thresholds, display priority)we plan to make ongoing adjustments
All of the verbage indicates future changes for those two points, not adjustments already made.
That said between poor implementation and an awkward reward scheme Hunts just leave me with an infinite amount of question marks I can't hold.
Used peppers on my Rank 10 healer choco to reallocate the points into defender to get its barding. Barding didn't show up on the list. What gives SE?
I don't know where it's mentioned in any patch notes but when I asked someone who had an R10 attacker choco if they used the greens to get a 2nd barding they said it wouldn't work and that you'd only be able to get another barding by increasing your rank above 10 and eventually maxing out another tree.
This is no solution of any kind, increasing their HP/giving them defensive buffs is not solving anything, it's prolonging and even extenuating the problem.
When hunt mobs have enough survivability for hundreds of people to wail on them the congestion issue is just going to get exponentially worse until mass zone crashes become the norm. People already get mass DCd at S ranks as it is.
Open world content + tiny open world + overpopulated servers (+ instant anywhere-in-the-world travel) = not gonna end well.
Never mind the fact that it's content devoid of challenge or fun.
i'm on primal data center and i rarely see flames in first. literally they are almost always last.
lmao
Starting a 24 man PvP match with only one complete party. At one point we were down 9 people
Well free weekend almost got me to resub, but this shit on a sunday at 12:30 EST?
SE did a great job with recent updates but this one issue ultimately ruins it for me. Still going at 75m atm.
Queues on Primal are awful if you're Maelstrom from what I've seen/heard.
90 minute queue but a guaranteed win? Fuck me man, getting a queue every 10 minutes but 3rd place is awful.
Aye, had some 30 min ones as Twin Adder on Friday night but decided to swap to play with friends and eventually work on hunt gear. Was still getting reasonable (5-30 usually) queues then, but today has been dreadful. Wouldn't be so bad for longer matches but 90+ min queue now for a 10-15 minute game is unbearable, especially considering its not only sunday but a free weekend, so more peeps should be queuing. Also lost a fair share since switching, ton of real bad players or just... nobody accepting queue every game:
Coincidentally we won the 2 Adder games I played lol.
Ah were you trying to queue as a premade? That extends the queue time too, but fucking that win ratio I wouldn't even care after fucking 10 wins out of 100 games.
Well got in (and won) around the 100 min mark. Queueing as 2 atm but was getting fast queues with 3/4 Friday night. Gonna queue again and make some dinner, let's see how it goes.
Annoys me at how the durability system works. Your accessories will always lose it the fastest, followed by non-body slot left side, then body. I don't know why the body slot lose dura slowly than the other left sides.