[Dev] Delve Updates, Holding Times & Bosses |
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[Dev] Delve Updates, Holding Times & Bosses
the hell good thing i got all ki's >.<
5/6 on KI's and I haven't seen a "weakness" exploited yet.
I hope this leads to better sharing of information. Cerberus.Pleebo said: » They're under the impression that geared groups who are farming these NMs for beads will altruistically help noobs by inviting them for clears. It gives me a headache that they think this happens even in JP groups. Just...holy ***. I'm just at a complete loss for words to describe this. I want to know how they decided on twenty minutes to begin with...at least I know they didn't use NNI's RNG to get 20, but other than that... everything else in this game is 15/30/45/60 so 20 is the new 30?
But let's run with that...so 1. take mob that flips out in 20 minutes. 2. take 5 different kinds of mob in #1 3. The chance at a chance to possibly eliminate up to 3 of these mobs by outside shard fight. 4. kill 2-5 of these mobs, any fodder en route, and kill megaboss all within 45 minutes, using effective/optimal/bold new strategies. 5. Get shiney new gears. 6. REPEAT OR/AND 7. Invite players that can't win to help them win. Whatever SE was smoking on 4/29 apparently was not good enough and they upgraded to something more potent. Or we are all terrible players and should have already plowed through delve content in a week. Even assuming you killed like all the nms in like 5 minutes each that would still only leave you maybe 10-15 to kill the boss at best? Sign me up for charity delve runs to help challenged players. I'm probably one of them o_O Honestly, when you have the "quirks" figured out, NMs just melt in 10-12 minutes with a decent zerg setup, a few even without delve weapons.
There's no reason you need over 20 minutes for any of these NMs really once you figure everything out. I'm betting even traditional setups will succeed with the right tactics while exploiting their quirks. Leviathan.Kincard said: » Cerberus.Pleebo said: » They're under the impression that geared groups who are farming these NMs for beads will altruistically help noobs by inviting them for clears. It gives me a headache that they think this happens even in JP groups. Just...holy ***. I'm just at a complete loss for words to describe this. Oh, this solution is so easy, though. Just make bead drops 100% when someone without the KI gets it. Ragnarok.Eriina said: » Now, a lot of these tactics are non-optimal and arguably wastes of time compared to zerging. But, for the first time in years fighting reminded me of the old ffxi days against sky gods and ground kings. I didn't care if there was a "better" strategy because it was fun to just jump in and fight it out. We kited a turtle around a rock, running behind it to SATA WS and there was a point were it stomped 10 people dead! *** old-school Skirmish, so much potential, wasted before people barely got to say potential.
DELVE ALL THE TIMES how about give it a 45 min Rage timer and have 3 Pop spaces?
cause seriously, I enjoy it as it is now, the zerg crap is getting so old Shiva.Gib said: » how about give it a 45 min Rage timer and have 3 Pop spaces? cause seriously, I enjoy it as it is now, the zerg crap is getting so old They've already said "no" to more pop spots. Shiva.Gib said: » how about give it a 45 min Rage timer and have 3 Pop spaces? cause seriously, I enjoy it as it is now, the zerg crap is getting so old I like this solution; they did the same thing in Abyssea. However, -now-, they're concerned about lag. Ryota Iwagami said: » With that said, making a 100% drop rate for Yggzi Beads or increasing the drop rate would make it difficult for newcomers, so currently we do not want to do this. Wouldn't increasing the drop rate on beads actually HELP more players get the KI's? If the bead drop rates were 100%, you would probably see people shouting "3 field NM + Fracture run, Do you need it?". Once you get the KI from the field NM, the only real reason to repeat these is the beads (or the very small chance to save a bit of plasm I guess). But since the drop rates are so low, and only 1/18 people can get the bead, it will be hard to convince 17 other people to join unless they can be guaranteed a spot in your fracture run (whenever you manage to actually get 2 other beads). Or they could actually have the bead free lot, but the drop is bad enough as it is, so I don't really see people wanting to do that. Lye said: » 5/6 on KI's and I haven't seen a "weakness" exploited yet. I hope this leads to better sharing of information. ![]() I think I hit a weakness on crab tonight Shiva.Gib said: » Lye said: » 5/6 on KI's and I haven't seen a "weakness" exploited yet. I hope this leads to better sharing of information. ![]() I think I hit a weakness on crab tonight iirc when we did Crab if you time your WSs/hits/magic between his TP hits, they do a ton of damage. Like trying to proc Ironclads in Abyssea. Carbuncle.Xenhas said: » Ragnarok.Eriina said: » Now, a lot of these tactics are non-optimal and arguably wastes of time compared to zerging. But, for the first time in years fighting reminded me of the old ffxi days against sky gods and ground kings. I didn't care if there was a "better" strategy because it was fun to just jump in and fight it out. We kited a turtle around a rock, running behind it to SATA WS and there was a point were it stomped 10 people dead! *** old-school That was a fun run. I was finally able to play PLD the way I used to enjoy playing it (tanked peiste and chapuli the other night) and it gets taken away from me AGAIN? Thanks SE, you never stop amazing me with how much you kill the fun factor. Long fights are a BLAST and the whole group loved it...
Some people just love to watch the world burn.
About time they did this having to wait on another group to beat a nm sucks did Tax'et yesterday had to wait about 45mins on something that should have taken 15mins and then 30mins+ on Tutewehiwehi when the party had it at 58% when we go there. If you cant beat it within the time limit then your doing it wrong, Probably not doing BRD/COR rotations.
SE just love their zerg event's don't they.
And why is it that NM`s that can be killed in under 3mins, proc'd indefinitely and give endless temp items (voidwatch) have a 30min time limit, but these much harder NM`s are capped at 20mins? Cerberus.Pleebo said: » It wasn't like LSs charging for spots in KI fights wasn't an eventuality anyway. This just means even more clients for when that time comes. Shiva.Gib said: » how about give it a 45 min Rage timer and have 3 Pop spaces? cause seriously, I enjoy it as it is now, the zerg crap is getting so old EDIT Oh and if you need outside mobs for TP your doing it wrong. Sylph.Decimus said: » So they're capping fight times and keeping terrible drop rates so we'll be encouraged to bring worse players to fights that they already couldn't complete with no time limit? I think you're on to something. Odin.Arkista said: » About time they did this having to wait on another group to beat a nm sucks did Tax'et yesterday had to wait about 45mins on something that should have taken 15mins and then 30mins+ on Tutewehiwehi when the party had it at 58% when we go there. If you cant beat it within the time limit then your doing it wrong, Probably not doing BRD/COR rotations. Pretty much this although I would argue that COR rotations are almost never worth the trouble Of course I could be biased since rolling gives me panic attacks and I spend most of my time on COR dreading that wear off message Bleh cor rotations.
War retired for a bit, lol. Group popped turtle before we could, won't have chance to do it before maintenance now lol
ganondorflevia said: » I was finally able to play PLD the way I used to enjoy playing it (tanked peiste and chapuli the other night) and it gets taken away from me AGAIN? Thanks SE, you never stop amazing me with how much you kill the fun factor. Long fights are a BLAST and the whole group loved it... They finaly made someting fun in this game again, but i guess they need to werck it again. SHAME ON SE !!! |
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