Fynlar wrote:
FATEs where instead of the mobs all immediately disappearing once it's won, they retreat and fly off... for miles... taking forever to disappear... with you still on their aggro lists, preventing you from changing job or getting on your mount.
I get that sometimes they want to portray a sort of "enemy has been thoroughly beaten so now they are retreating" sense, but would it kill them to change all the FATE enemies into npcs once the FATE is won (into a green name/target, kinda like what they made the Manor Sentry in Haukke HM do after you beat him up enough) so that it clears all players off aggro lists?
Edited, May 18th 2014 12:21pm by Fynlar
Or they could just act like mobs do when you break their "leash" -- they suddenly forget about you, you're removed from their aggro list and you're removed from combat with them. But for some reason, FATE mobs have such a ridiculously long "Leash" on them (much further than normal mobs) despite that tiny little FATE area.
Oh, and that brings me to something else I really stinking hate:
Some FATEs have
ridiculously small areas. You go in, Level Sync, and start fighting. A mob telegraphs a move, you step out of it and... *Bleep Blip* ..... your Level Sync wears off and the mob you were fighting resets. This especially sucks when it is one of those Miniboss FATEs; if you were trying to solo it, you instantly lose all progress.
Seriously?
Why are some of those FATE areas so damn small!?
Like... that one in Eastern Thanalan, that Gigantoad FATE in that pond near where you fight the mages in the Main Quest if you started with Ul'dah. There's almost no room to dodge his stomp attacks whatsoever without resetting the damn thing.