Best pony in the game.
I went a bit too hard now I can't stand looking at the game. I always do this with MMOs.
Best pony in the game.
On a certain level, I feel like Yoshi underestimated how toxic American gamers are. Like, I see thetrin's anecdotal accounts of hunts being fine on the JP servers because JP players are probably more inclined towards civility and cooperation. But from my experiences in WoW, EVE and various other MMOs, such a system is simply not sustainable for a populace as greedy and self-centered as your typical NA player.
Without hunts, expecting a scholar to have six sands before 2.4 is just completely bollocks.
I had no idea this was in the objectives of the design documents for 2.3! How dare they.
Oh, so this class was designed to lag behind in stats that benefit it the most?
Good to know, I guess.
I'm not even close to i110 right now and I think I'll be okay come 2.4.
protip you wont need full i110 or bis to comfortably get into coil3
Generally this wouldn't happen because at the current moment the marks are both highly spread out and offer the same rewards regardless of rank. Whatever group that saw it first would be the one to claim it.
I find hunting B and A ranks is more enjoyable then following the mob of enemies anyhow. Sure you get rewards slower, but you have way more fun because there's some risk involved fighting it with the intended amount of people.
How comfortable was doing SCOB in Darklight?
Regardless, my point it that itemization is seriously unbalanced, not that it's too hard to get items you want. idk, if you want people to make work for things make them worth it.
and yeah i'm changing the argument from "should sands be in hunts" to "you shouldn't try to bend game design to conform to your goals."
Honestly the only thing they really could do with hunts has already passed the point of no return. The basic idea was there all along but it's implementation was the complete opposite of what they should have done. To take as much drama out of the equation as possible(they should know by now that "thinking" players will work it out in a nice and friendly manner just can not be done in mmos these days), the only thing they ever had to do with hunts was make them glorified treasure maps where the difficulty scales depending on rank and you can group up as an alliance for the bigger ones and that the mobs are bound to the person/group who summons them.
Adding more health to these mobs was too little, too late. S ranks should have been flat out deadly and if you can't get even a small amount of coordination with an alliance, you just will not kill it. A should have been the "coil boss you can zerg if you want to" but also have to watch it's attacks while having a decent 8+man party. B is honestly about fine where it's at where you can solo them if you want but some may need extra. None of this should have been "open world bosses that anyone can hit".
If WoW(MoP) taught me anything in the year I played it, it was that true world bosses are a dead breed. The moment you open a "world boss" up to the world is the moment you bring all kinds of drama down on your game. A simple "go to this location", "form a group if needed", "activate trigger to summon boss that is bound to the summoner/group they are in" is literally all they had to do. Takes the vast amount of drama out of the equation and even forces people to maybe socialize a little more in an MMO if they want to down some of the bigger things. Don't make things overcomplicated and don't make them too difficult or the casuals will run screaming that they have to try, but make it so just enough effort has to be put in(asking for a simple group where everyone gets their own loot) so that everything isn't handed out(like sands).
That's why hunts exist to begin with, to give people who can't do more than target a mob and press a couple of buttons some way of progression.
Here is the main thing for me. I would take all the drama in the world to have as active as a world as we have now from hunts.
Maybe if dragoon knew that they are DPS and not tanks , this wouldn't happen so often
Preliminary Patch notes for Final Fantasy XIV 2.35
I'd keep going but I've already gone way overboard
i think zones were more continuously populated/active during the atma farm hype than hunts which is really just a mobile zerg across multiple zones rather than one (like the island of Orr from GW2). yeah you have scouts across different zones but those usually don't amount to more than a handful with the rest waiting for LS feed to come.
of course the activity levels of atma farms aren't as apparent as hunts since everyone had so many different locations to attend to, even within the same zone.
i do think the idea of hunts is cool but i can't really praise a zergfest.
That all may be true, and is an interesting point. Over the same time frame I would say that atma farming died down faster though. The first week or so I think that Hunt farmers were still spread out across all the zones before spawn patterns became known, and the big atma farm rush didn't last much longer then that. Some other things to consider relating to that as well;
People could stay in single zones because every zone had a large amount of fates to continue to farm. A while back I suggested making Bs spawn much faster and making there be a lot more of them, making it so that a party could choose to just stick to a zone and search for Bs unless a higher rank was called out. Hunts are also content that is built to last and it's own new system, while atmas stayed tied to something that was already in place. You can remove atmas and there would have been no new content from that. In 3 months if someone wants to farm their zodiac weapon there isn't going to be a big fate farm scene and making a full 8 man party to stay in the specific zones where each atma drops will be hard. Getting alex from hunts however may actually be easier when stuff dies down as you can make a group and just go where the As are still and get the same level of speed as you can right now. Moreover hunts will still be a separate system that exists in the world adding unique monsters to the environment in random spots even if people aren't killing them, something that the game really has a lack of.
The zergfest stuff can be a problem, but I really can't see a way to fix that that would leave the other benefits that hunts have to the game intact. Make it so they work on a claim system and a ton of people can't attack? Their rewards would now be far too low, and would cause even more people to rage out since no one in this game seems to know how to deal with competitive content already. Change them to a forced spawn deal like maps/leves? This completely negates the added flavor granted to the gameworld, and encroaches into already in place systems, making hunts redundant. Add mechanics like counter measures or the thing the mor dhona S does to every hunt maybe? I really don't know.
I'm on PS3. Don't complain about how without hunts you can't get six sands. It's hard for me to do hunts when even now in frontlines I have to wait 30 seconds for all of my party members to pop in to view so I can Stoneskin them. So I don't do them, and my ilvl probably lags behind those of my static.How comfortable was doing SCOB in half of your gear being Darklight/CT?
Regardless, my point is that itemization is seriously unbalanced, not that it's too hard to get items you want. idk, if you want people to make work for things make them worth it.
I'm on PS3. Don't complain about how without hunts you can't get six sands. It's hard for me to do hunts when even now in frontlines I have to wait 30 seconds for all of my party members to pop in to view so I can Stoneskin them. So I don't do them, and my ilvl probably lags behind those of my static.
So what? I try to play better and compensate through skill and study (doesn't always work, but hey). Loot isn't the end of all things. You don't need to be full ilvl 110 other than to brag about it.
Resources are too overflowing in PVP IMO. Healers get Mana Draw on top of their PvE mana regen skills, as well as a free swiftres, and Bards get Mana Song on top of Mages Ballad. Physical DPS get Enliven and Invigorate. It all leads to players never really having to back off due to lack of mana/TP resulting in the most boring "sieges" ever.
Actually, from a WHM standpoint I don't think the MP recovery is useless at all. Given how quickly damage spits out on other healers (if I'm not getting hit) or on me, I use Cure 2 a lot more liberally in Frontlines. Top that with Medica 2 and my MP actually does get dangerously low. I use Mana Draw quite often.I'm okay with this. There's a PvP action to restore MP, but I feel like it's a bit useless (for healers) at the moment. I never run out of MP unless I die and I'm ressed. And if I get revived and don't die again right away we probably won that specific fight, so I don't need it.
No, what you were whining about was that you thought Square was crazy to expect scholars to have to get six sands before 2.4 without hunts. But the thing is, they weren't expecting you to get six sands before 2.4 without hunts. Given the random loot drops I'm quite sure they didn't expect you to be ilvl110 at 2.4. If they consider players that don't do coil, they expect you to be ilvl100 and maybe even a bit lower. What you are doing is complaining that your ilvl would have been lower than others without hunts.This is not what it's all about though?
So do I. I literally spent hours on researching T9 this week so I don't shit the bed later today. I don't understand your argument here. It's hard for you to play because you're on a PS3 so I shouldn't complain about game design frustrating me on an occasion? I... what.
This is a design fault because my WHM got geared up so much faster than my SCH it didn't make any god damn sense, just because SCH gear is on a different kind of system.
Since I play WHM/SCH also, what I can say to you is that no, your WHM did not gear up a lot faster than your SCH. The so-called stat weights that indicate SCH should gun for CRIT AT ALL TIMES are the work of people who run simulations, but there's no official statement from SE devs saying, "Yeah, crit works best for scholar". Of the SCH abilities, only Adloqium benefits from having higher crit, so stacking the hell out of crit to benefit that one ability is somewhat dumb given the diminishing returns on crit.This is not what it's all about though?
So do I. I literally spent hours on researching T9 this week so I don't shit the bed later today. I don't understand your argument here. It's hard for you to play because you're on a PS3 so I shouldn't complain about game design frustrating me on an occasion? I... what.
Wanting to get better at the game is a natural desire that comes from the way the game is designed. You don't need top gear, but it sure is goddamn nice to have it (and if you're attempting Savage you'll probably actually need it for real, along with some 2.3 accessories which cost an arm and a leg or hours and hours of crafting). The attitude of "this is impossible to do for me so it's unnecessary" is defeatist.
Going back to my original argument that without hunts I can't gear up like I want to - the entire purpose of lockouts is to keep people coming back to the game and paying the subscription. That's really all there is to it. So I, and every player, should welcome a system that lets you step over that. I play for story. I play for clears. I play for fun of taking up a challenge. But even with all those things present it's still frustrating when you put in all the effort you can and you still have nothing to show for it, even if it's just bragging rights. Unlocking the unweathering in this way in 2.3 makes sense from game design perspective. Even if it's not what developers intended. Even if it uncovered a side of the community that most would prefer not to see.
Let me state my problem more clearly.
This isn't a design fault because I'd be lagging behind in ilvl.
This is a design fault because my WHM got geared up so much faster than my SCH it didn't make any god damn sense, just because SCH gear is on a different kind of system.
Soldiery gear is unbalanced. That's the design fault. In fact an argument could be made that hunts made the balance tip way to the other side (I cringe every time I see a WHM in full unweathered soldiery).
Okay I'm done with editing this post.
People need to master the "Art of One Class Makoto".I think there is a reason Yoshi is pushing people to master one class.
I think there is a reason Yoshi is pushing people to master one class.
No, what you were whining about was that you thought Square was crazy to expect scholars to have to get six sands before 2.4 without hunts. But the thing is, they weren't expecting you to get six sands before 2.4 without hunts. Given the random loot drops I'm quite sure they didn't expect you to be ilvl110 at 2.4. If they consider players that don't do coil, they expect you to be ilvl100 and maybe even a bit lower. What you are doing is complaining that your ilvl would have been lower than others without hunts.
And my answer is that it's wrong to think of it as a design fault when the whole point of the design is to keep you playing longer, and continuously beating coil and be lucky enough to get sands. It's petty to bitch about how you couldn't have gotten sands without hunts under the pretense of 'design fault' when you're really just discontent with lagging behind everyone else in gear.
I think there is a reason Yoshi is pushing people to master one class.
People need to master the "Art of One Class Makoto".
Gtrimm Grandiron's got you beat in the "One Trick Pony" category.
Possibly.Gtrimm Grandiron's got you beat in the "One Trick Pony" category.
Hey, my Miner is Level 50!I don't think so, it took him a year to get quelling strikes. At least Grimm has some 50 DoH and DoL as well.
He he. I love the fact that I've been away from this thread for weeks and I get back and we are still talking about hunts.
People need to master the "Art of One Class Makoto".
Gtrimm Grandiron's got you beat in the "One Trick Pony" category.
So how are Scholars when it comes to healing classes? I'm building up a Arcanist right now and plan to try to master one job as healer since it's usually the roll I most like playing and possibly making myself a DPS class later just to cover other bases. Was just wondering what the differences are between a Scholar and a White Mage.
One of the major factors of WHM play is mana management. "Running out of mana" meant you were overspending and not optimizing your play.Scholars are fun to play, White Mages are boring. Generally want both though, WHM does Medica 2 group healing while Scholar keeps the tank alive and heal random spikes of damage via the pet. They have different mechanics, I preferred playing my Scholar a lot more than WHM, I hated WHM in fact, especially the whole running out of mana thing which might have been fixed by now. Never run out of mana as Scholar, unless your WHM died and you're not spamming the crappy aoe heal to keep people up. Much more fun in dungeons and stuff too, since you can more or less play like a damage arcanist and let the pet handle most of the healing, only dropping some instant heals here and there as needed.