I wasted all my remaining summons at the end, and still no gala characters. I just started playing like two weeks ago, so at least I still got some decent stuff even if I gotta wait for the next gala for these ones.
Again, having a healer does not actually address the problem. This isn't rebalancing against 4x Gleo or 4 dps. This is just making it unnecessarily hard for anyone to clear and especially to learn the fight to begin with. Jupiter was already a fight that could feel overly punishing of someone's mistakes - not only one shot kill, but that shot spreads to others - and now people have even more of an incentive to quit, not to stay, if you make a mistake. Cause the problem isn't "when an early death happens, it's now hard to win without a healer", it's "when an early death happens, someone quits and their AI doesn't revive, and you can't restart to deal with it because that now takes an eon, so the room dies too". When before this change I'd been in plenty of rooms that would stick around for numerous tries at the start, until the player making mistakes picked up on what to do- and this is not a hard intro to learn if you can do that restarting.
Like I'm not sure how to word this, exactly, but I guess I feel like you're making some very strong assumptions about the way people play this game in pubs? I simply do not think most people are going to see a healer as necessary (compared to acceptable) based on an assumption that 1 or 2 people are going to die in the first 30 seconds. Cause for what you're saying to happen, the entire team does need to actively believe in the healer having that role, because revives+timer don't matter if one person quits (at least before break) because they think the team won't clear even with the healing + those. Which includes the person healing, because having a healer sure doesn't matter if they quit because someone blew them up right away.
This isn't even getting into the fact that dying immediately (and again, possibly bringing others with you) likely means people won't trust you to handle the rest of the fight to begin with, since it shows you're likely pretty new to it. Or that we're all already hoping someone doesn't feel "(you) lost my extra tail, guess I'll quit".
I'm pretty open to running with whoever, so I'm fine with a slower setup, sure. I'm not saying people shouldn't run Hein, either. But arbitrarily toughing it out over restarting when the issue at hand was an extremely early avoidable death rather than having lower DPS or something... that just isn't an appealing option most of the time, and without having a restart option anymore (to the vague degree that we used to have it), people are just going to keep quitting as a result. This isn't even dependent on a fight not usually having a healer, either; I expect Expert Volk to have a very similar problem if that eventually gets revives without any form of restarting.
You're saying that in a 4 DPS comp, if people do stick around after dying despite not breaking in time, they'll still manage to continue that specific fight successfully if they stayed and revived? The way you explained it before I thought the lack of healing meant you literally run out of revives due to too many HP checks resulting in the revives not accomplishing much in a 4 DPS comp. I was under the impression the reason some people quit is a combo of knowing that the group can now not reliably clear since them being down makes the break less likely and therefore just a failed run completely, resulting in the scenario where they'd rather leave than stick it out, which wouldn't necessarily be the case in a healer comp. Apologies if I misunderstood, since that was the main crux of my healer argument.
If folks are leaving solely for the deathless clear tail/someone caused them to die, regardless on whether the clear is still doable, I'm almost certain those same folks would still leave even with a proper quit/restart system. In terms of pub quality for eHJP, I think it's prudent to mention that MANY folks are now jumping into specifically eHJP with the combo of revives and 70 MC dark units, so that's also going to worsen the pub experience noticeably more than the other eHDTs for a while until people overall get a better handle on the fight. The thing with players that are very new to an HDT fight though is that I find a lot of them will literally just leave out of just pure embarrassment of dying instead of specifically the wait between deaths, especially since a lot of them are actually veterans who didn't start the eHDTs until now. You're going to run into a lot more of those kinds of folks with the uptick of people trying eHJP specifically. I agree that people are now more likely to leave immediately with the revive and survival bonus systems, but I also feel that you're going to see a lot more people immediately leaving on death right now compared to a couple weeks from now when there's less complete beginners to the fight I'd say.
Free tenfold summon of the day. Rainbow crystal is dropping. Dayum!
Reveal : Cupid.
Dammit!
...Well I'm not gonna complain too much, since it allowed me to have my 2nd MUB Cupid.
Somehow managed to beat Advanced Rathalos Trial where you fight two of them:
Heinwald is a Shadow staff and the Fire wand could just be Student Maribelle on rate-up along Water bow Sarisse, as wand is the less MH compatible weapon of the game (along staff).Wondering if the 1st clear weapon rewards are any indication of what the banner units for part 2 will be.
Be interested to how they make wands and staves work in the context of MH.
Heinwald is a Shadow staff and the Fire wand could just be Student Maribelle on rate-up along Water bow Sarisse, as wand is the less MH compatible weapon of the game (along staff).
Standard HBH is quite the sight right now.I went and tried out the mentor system by doing some Standard HZD. I managed to get all five of the bonuses for standard pretty quickly. Do note that the mentor eligibility message only pops up once everyone in the room readies up, so don't be a big dumb dumb like me and dip out of a room when you don't see it immediately.
Maybe I emphasized that too much in the first post, sorry. I can see why the topic shifted as a result. And I'd like to apologize if I was too harsh in my replies as well.
It is my feeling that it being reasonably harder to continue to clear is probably why people are more likely to not want to continue fighting. Though I should have also been clearer that the specific possibility of getting stuck using up more revives as a result was what I personally noticed was possible when I disconnected in one run, and so saw what it was like to revive at certain points. I'd bet that most others weren't really distinctly thinking "now we're gonna die repeatedly due to not having HP for sparks", rather than a more general sort of "this is too chaotic now, we didn't break in time, and we shouldn't continue", if that makes sense. I also do think that it can be chaotic enough that a healer will not change that situation much, but we'll see how that shakes out, especially with Heinwald being on this banner.
Basically, I feel there is an important difference between not wanting to continue fighting and wanting to quit. I have seen whole rooms retry several times in a row on an early death/bomb-based wipe countless times running HJP in the past, but now that is a very long process and people are much more likely to quit. Well, I feel like (across all high dragons) that waiting time could already be long enough that it prompted people to quit if someone remaining didn't die fast enough, but this is obviously now much worse. I understand wanting people to make use of the revive feature to push through and continue fighting, but also don't think it makes much sense to force people to commit to a false start when they could retry the fight and practice not making the same mistake faster (and now potentially get an extra tail too). This comes across as a frustrating side effect rather than intentionally trying to change player behavior or balance certain groups or something, especially at a time when newer players would benefit a lot from learning through repeating the quest more.
It is maybe also a little frustratingly ironic that it's probably the fight that anyone quitting due to dying would actually matter the least in, if everyone at least lasts till the break first!
Yeah, I've noticed people have upped their moron game to compete with the forgiving revive systemPeople have gotten lazy as fuck since they added the revive system in.
It is really just Expert that's the issue. Standard is fine since a strong player can just hard carry the rest of the team, but in Expert having an 8.8k+ might character on the team doesn't guarantee anything so people still need to be able to pull their weight. And the few Expert mentees I've run into this morning totally can't. But I was able to get all five of my weekly Standard mentor bonuses really quickly this morning. Those are the ones to aim for anyway since they give 50 wyrmite for Standard and just 25 for Expert.
Regular Expert clears aren't much different in my experience, but then I'm in the 8k and up club so they've always been pretty smooth. There are still plenty of rooms looking to clear normally, as evidenced by how many I had to dodge when trying to find someone to mentor. Honestly I'd only try to get Expert mentor clears with alliance members or through discord.
Free tenfold summon of the day. Rainbow crystal is dropping. Dayum!
Reveal : Cupid.
Dammit!
...Well I'm not gonna complain too much, since it allowed me to have my 2nd MUB Cupid.
Are... are you me? Because this is what happened to me this morning, exactly.
Free ten pull: Cupid
10 pull ticket: Hunter Berserker and AC-011 Garland
Not a bad way to start off, although I should just stick to the free 10 pulls till those are over