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Edyth
12-09-2013, 01:32 PM
I'm not sure whether you're saying gnats and wamoura are weak or overpowered.

I don't know if they nerfed it, but putting up wamouracampa's blaze spikes and enfire effects made him pretty good. He's just slow, slow, slow-moving.

I started gnat last night, but only took it to 10.

As far as raptors go, they have no useful TP moves, or, if they do, those moves must come after level 44, which is where I decided to leave it. And it's not like flytraps, which have an excuse for having no useful TP moves: flytrap TP moves will stink no matter what. Raptor's TP moves should be decent, but as far as damaging TP moves go, they are almost rock bottom tier, above only things like crawler's Poison Breath. Now, I should put a disclaimer that I got sick of raptor before accumulating tons of instincts, but I doubt it would be fun to go back now that it's even worse.

I would love to have a discussion about strong monipulators, but I really do fear nerfs too much to mention any names.

I'll talk about which monipulators are my least favorites:

The hell tier: Chigoe (so I hear) and crawler

Inappropriately underpowered: Buffalo, raptor, bugard

Appropriately underpowered: Flytrap, lizard

I just looked at a list of all the monipulators, and from the ones I leveled, I feel these ones need the most help. I gave chigoe a special mention, even though I haven't started him.

Edit:
Let's talk monster jobs briefly.

Abyssobugard's INT is too low in comparison to his physical potential (which is hampered by his high TP costs). Abyssobugard's only good for Ice Spikes and pulling with ancient magic for a few hundred damage. He should get a job change. I nominate him to be a samurai.

Flytrap could use a mage job. Geomancer, since he's a plant? That would be interesting.

dasva
12-12-2013, 01:05 PM
Really strong. Both gain moves that give them capped magic haste. Well the moth version of wamoura. Though it doesn't really get any other move really worth using at least not till 95. That said gnat doesn't really get much else in useful moves either lol. But awesome attack speed is nice enough I suppose.

Crawler wasn't too slow it's just none of it's moves are really worth using and the only saving grace is the rdm model and it gets att/def bonuses like most of the mobs do. By the same token it makes for incredibly boring lvling. cast buffs, dia mob, melee to do rinse and repeat without break.

radicaldreamer
12-16-2013, 10:52 AM
I dunno if this has been answered by a dev yet, but on ffxiclopedia it is listed as inconclusive.
Do traits like "Fencer" really have no effect? I know it would be because the monster has no weapon, but why give the trait at all, if it is of no use?

I'm level 62 as a DQ Slime currently, and he has no monster skills. He has only a few war abilities (No provoke and no Retaliation), and only 5 job traits, one being Fencer which may be useless.

So really if fencer doesn't work I'd be happy if it just didn't show up in my list of traits.

Karbuncle
12-16-2013, 12:04 PM
I like to believe Fencer works... It works for beast pets and charmed monsters.

Though I'm not sure a good way to test as I don't believe any monster TP move is modified by TP as they all only use a certain number

dasva
12-17-2013, 01:38 AM
Best way to test fencer would probably be crit rate I think... but some of these mobs seem to have native bonuses to crit rate so idk lol. But yeah we get alot of stuff that does nothing on monstrosity. Shield mastery ftw for example

radicaldreamer
12-18-2013, 03:54 AM
I just got "Shield Mastery" along with Shield Defense Bonus trait at level 80 on slime. Slime is supposedly WAR/WAR so why did it get Shield Mastery when it's not a WAR trait? It is also useless without a shield so it's not like it's a bonus trait for this particular monster. :P

Mnejing
12-18-2013, 05:34 AM
When is Monipulators vs Monipulators coming out? Can we expect a demostration from the community team? We're still waiting for that Moogle vs Behemoth fight!! ;)

dasva
12-21-2013, 01:05 AM
I just got "Shield Mastery" along with Shield Defense Bonus trait at level 80 on slime. Slime is supposedly WAR/WAR so why did it get Shield Mastery when it's not a WAR trait? It is also useless without a shield so it's not like it's a bonus trait for this particular monster. :P

war does get shield def bonus at 80 though shield mastery is rdm and pld only... it might be a weird mob with weird traits

Trumpy
12-28-2013, 10:53 AM
crawler was the first mob i had one shotting everything from level 1-8 and im talkin T+ mobs here. So i dont understand how it is weak. and it was easy for me to level at least to 30. Most allt he other mobs i leveld took like 5 or so hits to kill things.

dasva
12-28-2013, 04:21 PM
1-8 is rather a poor way to judge. I mean every mob I've had since I got a decent amount of instincts has gone from 1-10 in about 10-12 mobs total when we have double xp. Hell can do almost as good as that as a player on whm lol.

Anyways it's not so much as it's physically a weak mob. It's got the standard small boost to att/def and okish stats. But really pretty much all of them have similar boosts though some higher/lower than others. The problem arises from it having near useless tp moves which make things a huge pain as you get higher. And it doesn't have soul eater to compensate for it. If it wasn't for the fact it has a rdm or whm model it would probably be right below chigoe on annoying to level higher up.

Firinia
12-29-2013, 04:20 AM
I feel like it's really difficult to raise the magical prowess on a Monipulator. It seems way easier to get and stack attack and haste instincts for a nice and noticeable benefit, but magical boosting instincts are few and far between, and the benefit they offer is so minuscule that it becomes easier to just completely ignore the magical side of any monster that is BLM or /BLM, and RDM or /RDM (nuking side of this job anyway). As a result any magical weapon skills a monster might have are also ignored because the damage they deal is far lower than most of their physical weapon skills.

Could there maybe be some boost or something to make magical attacks seem a little more usable/useful? It would also help the Monipulators who have weapon skills that deal magical damage. As it stands, most of these weapon skills do such abysmal damage that there's no reason to use them...

Demonjustin
12-29-2013, 05:01 AM
I think a few decently easy to obtain Magic Damage instincts or flat out raising a MON's Magic Damage naturally as it levels, would fix that issue very quickly.

Demonjustin
12-29-2013, 07:25 AM
Another issue is the fact of items. Can we please not be forced to expend Ninja tools in order to use NIN spells? I feel this is very unfair, you are forcing us to spend money and expend items for these spells when monsters themselves, the very things we are 'possessing' never have had tools to begin with let alone have they had to spend them. On another note regarding items, if we have to use items for this, can we please use medicines of some form or be given immunity to certain ailments? The most unfair thing in Monstrosity is the complete lack of a way to avoid Doom from killing you unless you are one of the few WHM or /WHM monsters. For instance as my Cockatrice I got stuck with Doom, I am WAR/BLM, I can not use Holy Waters, I have no Cursna, I have no party members to Cursna me, I am reserved to death with no way to counteract it, can we please be given the power to use Holy Waters or just flat out be given immunity to Doom itself?

Trumpy
12-30-2013, 04:40 AM
I meant that people have used "weak" as a description for crawler a few times, not just in this thread. But even with mobs i have leveld since i did crawler it still killed things faster. I also mentioned 9-30, it was killin faster as well, just specifically it was one shotting things 1-8 and nothing else i have leveld has done this. I get the lack of tp moves, maybe I didnt mind so much because i had just leveld chigo slime and spriggan before it. I often found i was killing mobs at least to 30 in 2-4 hits and only had any amount of tp you would need for any move after bout 3-4 mobs.

Its kind of weird i am leveling mandy on my mule, i havent done any plantoids on my main and its cracking me up having every tp move cost 70-80 tp instead of 150+ for almost everything i have leveld recently on my main. and the moves aren't too shabby either on mandy so far. Was gettin to the point I would barely use the tp moves as I was just used to gettin 150 to use any, and before you know it i have 300 tp and i am killin pretty fast without the tp moves.

Draylo
12-30-2013, 05:17 AM
I feel like it's really difficult to raise the magical prowess on a Monipulator. It seems way easier to get and stack attack and haste instincts for a nice and noticeable benefit, but magical boosting instincts are few and far between, and the benefit they offer is so minuscule that it becomes easier to just completely ignore the magical side of any monster that is BLM or /BLM, and RDM or /RDM (nuking side of this job anyway). As a result any magical weapon skills a monster might have are also ignored because the damage they deal is far lower than most of their physical weapon skills.

Could there maybe be some boost or something to make magical attacks seem a little more usable/useful? It would also help the Monipulators who have weapon skills that deal magical damage. As it stands, most of these weapon skills do such abysmal damage that there's no reason to use them...

There are ton more instincts to come with new mob families. I wouldn't be surprised to see some nice ones from Amorphs when those are out.

Demonjustin
12-30-2013, 05:28 AM
I just hope they start adding Magic Damage for instincts, that is the most vastly important stat for magic DDing and yet we lack it completely, I mean INT & MAB stacking isn't bad but the fact we have no Magic Damage really does hurt it.

dasva
01-01-2014, 04:32 PM
I meant that people have used "weak" as a description for crawler a few times, not just in this thread. But even with mobs i have leveld since i did crawler it still killed things faster. I also mentioned 9-30, it was killin faster as well, just specifically it was one shotting things 1-8 and nothing else i have leveld has done this. I get the lack of tp moves, maybe I didnt mind so much because i had just leveld chigo slime and spriggan before it. I often found i was killing mobs at least to 30 in 2-4 hits and only had any amount of tp you would need for any move after bout 3-4 mobs.

To be fair though alot of mobs can do that. But you having just leveled chigoe and slime 2 of the weakest melee mobs the difference was probably rather large. Lately for each mob I've leveled I've been seeing how long I can go for chains. Like 1-8 in 1 chain then get to 14 in that same zone and try chain all the way from 14 to ~24. Actually managed it on a few mobs though what ends up being the make or break really is the mobs movement speed since most mobs with decent instincts can take keep on killing EM-VT mobs fast enough. Hell even chigoe only takes like 6 hits to kill stuff in buburimu at 30 lol.

Regardless once you starting hitting the point where fights start slowing down around say the 50s or so the lack of decent moves really starts to hurt crawler.... of course luckily now no mob has to leave buburimu and even lol chigoe can kill stuff there pretty fast

dasva
01-01-2014, 04:34 PM
Another issue is the fact of items. Can we please not be forced to expend Ninja tools in order to use NIN spells? I feel this is very unfair, you are forcing us to spend money and expend items for these spells when monsters themselves, the very things we are 'possessing' never have had tools to begin with let alone have they had to spend them.
What I find most troubling is we need tools to use ninjitsu but we can't even use a toolbag to get to our tools as a monster <.<

Trumpy
01-01-2014, 07:52 PM
Although i like the damage of the melee fighters, I start pining for a mage skin for whatever i am leveling just so i can pull it without runnin around trying to catch them.

Demonjustin
01-01-2014, 09:00 PM
I do mages because BLM gives Ice Spikes which is more survival anyways, and hardly any loss in stats.

dasva
01-02-2014, 05:19 AM
Generally speaking rdm and whm are the best jobs to have or at least subjobs. Mostly because of how you are always solo and haste and self cures, protect etc help alot.

Melee wise main job drk is one of the more powerful ones if you are chaining. 1k souleater hits are rather nice and can basically make even IT++ go down fast... but against weaker mobs it's just a way to hemorage thousands of hit points for no real net gain in xp/hr. Mnk is great as well once you get counterstance. Basically counter cleaving.

Mnejing
01-03-2014, 02:19 AM
Double monipulator exp should be a permanent addition.

Edyth
01-03-2014, 07:18 PM
Please allow NIN monipulators to use universal NIN tools. I don't care if the "main job" is Monk. My "subjob" NIN is the same level. I gain spells and traits as if my main job is NIN when I play New Year Mandragora.

It ruins NIN monipulators if we have to go buy a million separate tools just to use them in monstrosity.

I logged in to the forum as soon as I encountered this disappointing limitation just to request this. Please consider it. NIN monipulators would add some nice variety, but needing 18 stacks of tools to have access to my spell list makes me not even want to use the NIN monster forms. I should only need 3 tool sets, not 18.

Demonjustin
01-03-2014, 09:36 PM
You shouldn't need tools at all, last time I checked, monsters have no tools, why when possessing them do we have to have tools?

dasva
01-05-2014, 05:41 PM
Honestly I don't even see much use even in using nin spells anyways. Even VTs die so fast and you heal so much so fast it hardly seems worth the time they take to cast. Add on the effort and planning to get all the loose tools in your invent while also maintaining space for all those seals and crystals and such....

Trumpy
01-06-2014, 04:01 AM
I was gonna post 2 days ago but completely forgot. but was gonna say what dasva just said basically. If i used any ninjutsu it would prolly be utsusemi and sneak and invis, maybe a couple debuffs like paralyze but thats about it. I dont think many nin in exp parties spammed nukes except for skillin up maybe and you dont need to skillup as a monster. Most your damage will eb frommelee and tp moves, so you prolly dont need a tool for every spell ninja has. 3-maybe 6 stacks most likely

Edyth
01-10-2014, 01:04 PM
I was gonna post 2 days ago but completely forgot. but was gonna say what dasva just said basically. If i used any ninjutsu it would prolly be utsusemi and sneak and invis, maybe a couple debuffs like paralyze but thats about it. I dont think many nin in exp parties spammed nukes except for skillin up maybe and you dont need to skillup as a monster. Most your damage will eb frommelee and tp moves, so you prolly dont need a tool for every spell ninja has. 3-maybe 6 stacks most likely

Shhh! We use all 18 types of spells! That's why it should definitely be changed! ;) I do like to pull with the elemental nukes, and things like the store tp and subtle blow spells are very nice. And if we get a BLM/NIN one day, those elemental nukes will come in handy for 0 MP casting and lowering elemental resistance.

Now for the main reason I entered the topic:

Monstrosity, monstrosity, love of my life: when will you let me play as a Gabbrath, a Bztavian, a Mantid, an Apian Beast, an Yztarg, or a Harpeiea? Or the less epic missing-in-action monsters, like Matamatas and Twitherym? And this has been baffling me: where are the seasonal Treants? Seasonal treants are low priority in comparison, but their absence mystifies me and intrigues me.

Demonjustin
01-14-2014, 08:31 AM
Suzaku is a RDM main, we know this because Suzaku uses Chainspell, however the Monstrosity version is WAR/RDM, please change this, Composure is much more useful than Berzerk and such in this event and it does not make any sense for the monster in question...

Elvyn
01-14-2014, 09:20 PM
Double monipulator exp should be a permanent addition.

All my + go to this man! Just noticed it ended today and it takes me 4-5mins to kill one IT to get 400exp(Adamantoise), soon as I saw this I retired my Mon for the time being. Without a party or duo format the time is wasted without double exp and it drains the fun out of it slowly but surely.

Also while the topic of Adamantoise is up; no Shell(shield) skill, means reprisal is useless and a PLD regardless of how much hp without a Shield(or shell) is just a weak punching bag. Having fought Adamantoise's a lot its easy to see at times they duck there head in when you hit them i.e blocking with there shell so the mob natively possess the skill, why doesn't the MON's? Also, wth no "Withdraw with crazy ass Regen"!! I canny forgive you for that SE!!

dasva
01-15-2014, 10:31 AM
Yeah seriously why do we get reprisal and shield def bonus and shield mastery if we can't block? Even more so since admantoise type mobs sorta block. What's the point of brd mobs that can only have 1 song lol?

Demonjustin
01-15-2014, 02:13 PM
Yeah seriously why do we get reprisal and shield def bonus and shield mastery if we can't block? Even more so since admantoise type mobs sorta block. What's the point of brd mobs that can only have 1 song lol?The fact we get all of the downfalls of jobs(NIN using tools for instance) and none of the benefits(two songs on BRD Main, Shields/Blocks for PLDs) is just... :mad:

Byrth
01-15-2014, 09:54 PM
You can't do those things on BRD+PLD because you can't wear Instruments and Shields, but more specifically because you can't wear instruments and PLD monsters are a hack-job of MNK ones.


BRD - With the exception of Joachim, there are no BRD NPCs/monsters that have instruments. Thus BRD monsters can only give one song each and have a limited casting range (17ish yalms) even though they'll attempt to start casting at normal casting range (20ish yalms, AI glitch that has existed since the first BRD mob).


PLD - Paladin monsters were originally a MNK hack-job. They gave them guard (the adamantoise animation you're referring to) instead of shield blocks, removed counter for the most part (except for Genbu, where they left it in probably-accidentally), changed the SP to Invincible, removed kicks (again, for the most part, Genbu can multi-attack iirc) and limited them to one swing per round. So you don't have blocks on PLD because you don't have the Guard skill that PLD mobs probably do.

dasva
01-15-2014, 11:51 PM
Still silly. Even the gimpest players have at least some shield/instrument. Also don't beastmen have instruments? Could swear I remember a sahagin pulling out a harp before.

Elvyn
01-16-2014, 02:00 AM
...

Thorough explanation, but just because it "is" doesn't mean it "should" be. This is just another example of SE's hack n' slash approach to content. SE Asked for feedback and we are giving it in the form of; Don't keep adding stuff until you have fixed the broken stuff and it is broken. SE put enough time into creating a two tier fighting system for the Gnole I fail to see how they couldn't have spent a little while fixing the broken aspects of the MON's already available before throwing a new bunch of broken mobs in the game.

Also, having not even unlock Colibri, can you "reflect" magic as the mobs can??

Trumpy
01-16-2014, 08:55 AM
There is also a huge difference in nuke dmg for me between rdm and blm mobs. But anyone who says no to 2 song bard mobs will prolly change their tune when party play is added to monstrosity.

Edyth
01-16-2014, 01:49 PM
I never said a single thing about it being for nuking, the Monster Chainspells, I never would. I just want Composure so I can keep Haste, En-spells, Barspells, and Phalanx up effortlessly rather than casting every 3 minutes, because the only things you lose from having it as RDM/WAR rather than WAR/RDM are Berserk, Warcry, and Aggressor, none of which have I ever found to be of much use in Monstrosity, especially next to making your spells last longer so you don't have to rebuff essentially every 2 fights.

You seem to have completely misunderstood my reasoning as to why it should be changed, the Monster is a RDM, thus, it should be a RDM, and the monster over 50 would greatly benefit from it. If anything, being limited to Buburimu and level 30 kills any advantage RDM main would give it since it would remove Composure & Convert, giving it next to no JAs in place of Berserk & Warcry, all of the advantages I am talking about are really for level 50+.

I did misread your post; sorry about that. I thought you said Convert, not Composure, and since nuking was the only way to blow enough MP to need to Convert, I assumed that's how you were playing it. My assumption about Buburimu came from the fact that L. Roc's nukes can't do anything worthwhile past Buburimu.

Regarding Composure: I didn't feel Legendary Roc needed enspells, barspells, or phalanx for 50-75. I cut those buffs out pretty quickly. He's immune/nearly immune to so many statuses and his spells seem to be impossible to interrupt, so there's nothing a couple Cure IVs can't fix. Now that EXP isn't double anymore, though, the levels will drag more, so that would make things like Composure + Phalanx more useful.

I find Berserk useful for increasing my attack by 25% in monstrosity while harmlessly lowering my defense, because I'm fighting monsters who expect their targets to have 1/10th of my monter's HP. Same goes for Aggressor: the evasion penalty is a nonissue, and accuracy is always helpful against VT/IT targets.

dasva
01-16-2014, 02:58 PM
WAR/RDM are Berserk, Warcry, and Aggressor, none of which have I ever found to be of much use in Monstrosity
No offense but are we playing the same game? 25% attack 25 acc not much use? But extending the duration of a couple of spells that last 3 mintues already is? Are you only fighting eps or something? Also blood rage

Demonjustin
01-16-2014, 07:13 PM
Admittedly I have most monsters to 60, the amount of Instincts I have is insane by compare to what most likely have and because of it my Accuracy is always capped on my targets, my Attack normally sits at around double my original, so the buffs from WAR are of very little importance to me, but I am sure I may be an exception to the rule due the setup I am able to use.



That being said, in all honesty I would think most people wouldn't get much from them anyways on that monster.

Firstly, the fact you do not need to recast Haste every few minutes cuts down the downtime between kills fairly nicely, and eliminates the chance it falls during a fight with links or additional aggro if used properly, which means that you are able to keep up your kill speed and attain higher kill chains, resulting in a generally faster XP cycle.

Secondly, the fact you can keep up things like En-spells, Phalanx without needing as much additional cast time also means you can make up for some of the damage lost from being RDM main rather than WAR main with Berserk, due to En-spell damage, and Phalanx can cut down on your need to heal, again, helping to keep up your kill speed and attain higher chains.

Thirdly, I bring up Bar-spells because they can easily help out with resisting Paralyze, and assuming you level in Uleg at 50~53+, where the most common monsters use it commonly, and as WAR/RDM or RDM/WAR you lack a way to remove it so every chance at resisting it helps.

Lastly, Composure itself gives you an Accuracy boost you can full time without ever needing to reapply it except once every couple hours, while not as much as Aggressor gives you, it is a nice bit of Accuracy and since it stays active at all times whereas Aggressor can only be used a max of 60% of the time it can end up benefiting you even more than Aggressor depending on your Accuracy.

dasva
01-17-2014, 11:03 AM
Admittedly I have most monsters to 60, the amount of Instincts I have is insane by compare to what most likely have and because of it my Accuracy is always capped on my targets, my Attack normally sits at around double my original, so the buffs from WAR are of very little importance to me, but I am sure I may be an exception to the rule due the setup I am able to use.



That being said, in all honesty I would think most people wouldn't get much from them anyways on that monster.

Firstly, the fact you do not need to recast Haste every few minutes cuts down the downtime between kills fairly nicely, and eliminates the chance it falls during a fight with links or additional aggro if used properly, which means that you are able to keep up your kill speed and attain higher kill chains, resulting in a generally faster XP cycle.

Secondly, the fact you can keep up things like En-spells, Phalanx without needing as much additional cast time also means you can make up for some of the damage lost from being RDM main rather than WAR main with Berserk, due to En-spell damage, and Phalanx can cut down on your need to heal, again, helping to keep up your kill speed and attain higher chains.

Thirdly, I bring up Bar-spells because they can easily help out with resisting Paralyze, and assuming you level in Uleg at 50~53+, where the most common monsters use it commonly, and as WAR/RDM or RDM/WAR you lack a way to remove it so every chance at resisting it helps.

Lastly, Composure itself gives you an Accuracy boost you can full time without ever needing to reapply it except once every couple hours, while not as much as Aggressor gives you, it is a nice bit of Accuracy and since it stays active at all times whereas Aggressor can only be used a max of 60% of the time it can end up benefiting you even more than Aggressor depending on your Accuracy.

Well the point isn't so much capping accuracy as switching an accuracy instinct out. And double your original attacks sounds very suspiciously like leaving out haste instincts. Thought not necessarily depending on selection with belligerence.... that said ulle is a horrible zone to level in even with the extra points and for all but the early levels you can do better elsewhere unless you need get infamy past 10k of course. Though buburimu is much better for that too....

But ok let's try to math out your answers which really the first 3 are the same ones. For this I will assume level 60 and no fast cast instincts so 20% fast cast. Composure triples duration so basically means you cast once vs 3.

Haste has a base duration of 3 minutes and a base cast time of 6 seconds. That comes out to 4.8 seconds casting with composure vs 14.4 seconds without every 9 minutes.

Enspell 3 min duration 3 second cast so 2.4 with 7.2 without every 9 minutes.

Phalanx same as enspell.

Barblizzard 8 minute duration with .5 second cast time. So .4 with 1.2 without every 24 minutes.

Barparalyze 8 min with a 2.5 second cast time. So 2 with 6 without every 24 minutes

So that means with composure you spend on average of 1.43 seconds casting a minute without 4.3. That means you spend a litte more than 5% more time fighting therefore dps.

Now I don't have stats on mobs there but stuff you would be fighting at 60 in ulle would probably have a little less def of greater lolibri since they are only 81 and have low def mob type. So 300 seems like a fair assumption. Now it's going to vary a bit with innate attack bonuses but most my war type mobs useful 25% haste and the rest mostly into attack are usually around 450-500 att unbuffed. Mind you I too have a lot to chose from. Namely all the buyable instincts and 95 of the species ones. Now since berserk works additively with innate bonuses it wont give a full 25% assuming the mobs innate bonus is 20% and we are 500 unbuffed that means with berserk you'd have 708. The mobs should be around 68-70 well say 70 and supposedly level correct factor has been halved in non SoA areas since SoA came you. For simplicities sake I will just assume normal melee dmg as a model for overall dps increase.

That would mean without berserk you're ratio would be 1.6666 and Cratio would be 1.41666. Which would put your pdif at ~1-1.77.

With berserk your ratio would be 2.25 (actually higher but you hit a cap) and Cratio of 2.0. Which would put your pdif at ~1.56-2.375

So while it's up berserk increases your dps ~34-56%. Of course it's not up 100% of the time and I chose a level that doesn't get merit reductions yet so that's only 20-33% increase in dps over time.

Side notes: This doesn't count planning your down time to be when you are resting or healing. In all reality if you are paying attention berserk should be up more than 60% of the fights.

As your level rises new tiers of fast cast will lower the differences between with and without composure and you will start getting to use those nice berserk reduction merits.

Also seeing as seems like you will be capping ratio with Berserk up you could always take out some attack for either more offensive stats or you could just load up so much fast cast that you actually end up spending about the same amount of time casting as with composure and more attack instincts instead.

Also might be noted something against my calculations is I forgot dia and based on leveling alot of monsters thru there and having some really high attacks including sometimes having a mob with berserk and it's own attack buff dmg still seems to increases suggesting that I am not capped at that amount which either suggests decently higher defense on the mobs (though I kinda doubt it) or they use pet/mob pdif which has much higher caps and is relatively unmapped so hard to really do math on it. This was just a sorta best fit I could do

tl;dr berserk does a lot unless you are fighting EMs or lower I guess

Camate
01-31-2014, 05:25 AM
Greetings,

Below is a comment from Ryota Iwagami in regards to Monstrosity.




Can you make it so both the winner and loser of PvP matches gain points? For example, the winner would get more, but the loser would at least get something.

Hello,

Monstrosity lead Iwagami here.

If we were to make a system where both the winners and losers gained points, it would become possible to continue gaining points if you collaborated with someone.

The things that can be obtained by earning 10,000 infamy or prestige have been prepared as achievement-type elements, so we feel that the above type of system is not desirable.

On the other hand, we don’t want to make it so if you are not able to emerge victorious from PvP that you cannot obtain anything, so we are currently looking into easing the obtainment requirements for some of the monipulator and gladiator rewards, and gradually lowering the obtainment difficulty in the future.

Also, regardless of the amount of points you currently possess, we’ve made it so a set rate of prestige and infamy will be lost, and due to this, when players who have a lot of points battle players with a low amount of points, there are times when the risk/reward will be different. As such, we will be making the below adjustments:

Prestige and infamy variation


Before:
30% of points in possession
(10% collected by the system + 20% given to opponent)


After:
30% of the highest points possessed
(10% collected by the system + 2x the amount of opponents points OR 20% of the points of the player with less points)
*The amount of points lost will not become greater than it was pre-adjustment.


With this change, we feel that the risk and reward will balance out.


When will the level 90 cap be lifted to 99?
We are currently looking into implementing uncapped areas and special content for level 99 battles. However, we would first like to prioritize the addition of new monster families and the expansion of support areas, so please give us a bit more time to do this.

Mefuki
01-31-2014, 08:01 AM
Camate, I think it might be important to let Iwagami know that there are a few things that need to happen to ensure that interest in Monstrosity doesn't wane. The two most important ones in my mind are:


Reward Quality Improvements-Improve the quality of rewards that can be gained from PvP as well as future MONvMON content. Doesn't have to be the best gear in the game necessarily but I think you know the importance of proper incentive by now. Gladiators need reasons to go NM hunting and NM's need reasons to hunt/stick around to fight Gladiators.

Some of the things you can buy can even be "show off" gear that you can buy once a Gladiator has beaten, let's say, 50, 100 and 200 HNM Monipulators in battle. The same can be applied to Monipulators.
What about being able to buy a special Monipulator slaying title with Prestige? One that is available, again, once you've been a number of opponents. The same can be applied to Monipulators here too.

Those are just some superfluous, fringe things that could be made available but, really, I think the heart of it is the gear has to be reasonable good enough to bother working on from the gladiator side. Monipulators need incentives too. Why are we going to stick around to fight other players? What do we spend our Infamy on? May I suggest:


Full TP Movelists: A lot of monipulators are still missing one/some of their TP moves: Floral Bouquet for Rafflesia, Call of The Moon for Gnole, Grim Glower for Peistes, etc etc. Whether we unlock these via spending large amounts of Infamy like we have to to unlock certain sub-species or perhaps from quests of some sort or from reaching level 99 with a particular monster, they're still missing.

Classic and Modern NM/HNM Traits: I'd like to see En-enfeeble effects, auras, withdrawing into shells (similar to Aspidochelone), absorbing certain elements to heal, Draw-in, summoning additional monsters (Like Alpha Gnole Anders), or other traits that NMs have that make them difficult/tactically interesting. This can really add an extra layer of depth when Mon Vs. MON is released. You could even allow us to mix and match different traits. (Within reason of course. I know it'd be pretty hard to make things like withdrawing into shells available to most monipulators. Things like that could be more HNM or sub-species specific)

You can make the missing TP moves and NM traits available for purchase for some incentive.


Mon Vs Mon PVP-So far, the PVP elements have been centred around Gla Vs Mon. I think it's going to be almost impossible to balance job classes Vs Monipulators and you wouldn't really want to balance that much for it anyway because first priority is balancing the job classes with the rest of the game, not Monstrosity. As far as PVP goes, the better one, in my mind, is going to be Mon Vs Mon. We need to get this implemented as soon as possible. Mon Vs Mon allows you to start with more of a blank slate of sorts where you can fine tune less balanced aspects of ability within combatants.

I want to again emphasize here, like I have in previous posts, that implementing TP moves or NM traits that seem overpowered can actually be used as a self-balancing system, given a few minor tweaks.
For more information on exactly what I'm talking about, see: http://forum.square-enix.com/ffxi/threads/38155-Belligerency-%28new-PvP%29-will-it-catch-on-Suggestions?p=478034#post478034.

Camate
02-01-2014, 05:44 AM
Greetings,

I’d like to respond to some of the comments we’ve received.


Songs
Apologies that this was not mentioned beforehand, but in the January version update we added an instinct that will allow you to utilize more than one song.


Paladin monipulators
Paladin-type monipulators have been balanced with a large HP pool as well as high defense, and there are no plans at the moment to add shield blocks or parry effects.


Unique abilities and traits
The development team would like to proactively add aspects that vary based on gameplay such as the mode change for gnoles. They will have to look into the ideas individually to see if it would be possible from a technical standpoint; however, one example of something they are currently looking into is making it possible for wyrms to take flight into the air.

Demonjustin
02-01-2014, 10:02 AM
Unique abilities and traits
The development team would like to proactively add aspects that vary based on gameplay such as the mode change for gnoles. They will have to look into the ideas individually to see if it would be possible from a technical standpoint; however, one example of something they are currently looking into is making it possible for wyrms to take flight into the air.Don't forget to let my Adamantoise go in his shell~!

dasva
02-01-2014, 10:15 AM
Greetings,

I’d like to respond to some of the comments we’ve received.

[list]
Songs
Apologies that this was not mentioned beforehand, but in the January version update we added instincts that will allow you to utilize more than one song.


Paladin monipulators
Paladin-type monipulators have been balanced with a large HP pool as well as high defense, and there are no plans at the moment to add shield blocks or parry effects.



Incorrect. You added 1 instinct. Not instincts.

And so what if pld mobs have large hp and def. So do wars and mnks have even more.

Demonjustin
02-01-2014, 10:52 AM
And so what if pld mobs have large hp and def. So do wars and mnks have even more.Yeah, not only that but HP & DEF would not make up for the lack of Shield Mastery kicking in, I mean the inability to be interrupted while casting and gaining extra TP from getting hit when blocking can't be matched by simple HP/DEF increases.

Draylo
02-01-2014, 03:12 PM
They should add things like alexandrite, plates and dynamis currency to this so theres some incentive.

Vagrua
02-01-2014, 04:22 PM
Hello, for support enhancements from Teyrnon; can you make to where we can choose multiple effects at the same time instead of having to go back through the menu repetitively? Maybe like campaign's way of applying buffs with Sigil. It would be convenient.

Keep up the good work and I look forward to new monster families added in the future.

dasva
02-01-2014, 05:44 PM
oh shit completely forgot about support. Hopefully they can make it so it actually works in belligerence too seeing as how a very large portion of monstorsity is spent with belligerence

Demonjustin
02-01-2014, 08:59 PM
It would also be great if the caps on XP were risen greatly, I find myself selecting them and using them but I cap them fairly quickly which means to get the bonus I have to leave Monstrosity entirely just to get the effect again, it would be awesome if the cap was either risen to a higher amount, there were more choices with higher caps, or they simply removed the caps as an extra selection with a much higher cost.

Gameesh
02-04-2014, 01:53 AM
Here's an idea I had for a while now: instinct merge.

You get level 90 and think.. why would I bother getting a monipulator to 99 if there's no reward? Here's where my 'Instinct merge' comes into play.
After getting a monipulator to level 99, you should be able to unlock a quest in the Feretory. What the conditions are exactly should differ per monsters but it's basically something you have to do as a monipulator out there in the fields (or dungeons).

After completing the quest the instincts of that monipulator (I, II and III), merge into one new instinct, carrying over all stats from the three basic instincts. You could call this a 'Super instinct'.
The cost for setting this instinct should be the same as setting a job instinct, 15 points, or perhaps a little above but not more then 20 points.

This way it will clean up the instinct list a LOT and will also motivate you to get those last 9 levels. And it makes any future monster even stronger! All the more reason to keep working on those monipulators.

That's just my idea for merging instincts. What do you guys think?

Demonjustin
02-04-2014, 02:39 AM
I like the idea but I think it needs some tweaks, for instance, rather than 15~20 point cost to set it should be a bit cheaper than setting all 3 individually, especially if it gets rid of the normal 3 you are merging which it sounds like is your idea seeing as you are talking about cleaning up the list. The prices I would say should similar to having a 2, 4, and 6 instinct cost only 10, or an 8, 10, and 12 instinct cost 20~25, cheaper than all 3 together but not to cheap either.

Besides that, I think that its a great idea and I would love to see it happen, especially since it would cut down on the slots needed for the stats I want on certain jobs like BLM. The argument that it will be OP or some such doesn't need to come into play here since Monstrosity is OP as it is and hardly anyone does PvP for it, but PvP isn't going to be much harder even with it anyways if you take a real party like you are supposed to.

AyinDygra
02-04-2014, 09:14 AM
Personally, I wouldn't find myself doing quests that merge instincts and remove the original tier I-III's because I find maybe one of the 3 instincts per monster useful to me, and I'd like to continue using those parts, and not pay extra for the stuff I don't want.

I'd be fine if they added a new merged instinct... and these could be put at the top of the list, or maybe they could make the list sortable for you.

I would like these adjustments though:
* Monster instincts from a monster should be automatically active on that monster! - a Bee gets any Bee instincts you've unlocked - no cost.

* Monster family instincts could cost 1 point less when equipped on same family. - a Bee equipping other vermin instincts, etc.
(No penalty for opposing families should spring from this system)

* I would like a way to save instinct sets and re-apply them quickly. I really really hate losing all my set instincts when I switch to a new monster to level it for a little, then go back to a higher level monster for any reason. (This applies to Blue Magic too... why can't they just make those slots inactive, that are above your current level... not totally remove them... little things to make life easier.)

* A way to chose zone-in locations, similar to homepoint crystals... we know there are only a few entry locations anyway.

* some sort of reward for monipulators (not just gladiators) that can be used in the real game world. (and not just exp scrolls or teleport stuff) RoE sorta makes this possible, due to aman vouchers and sparks earned by fighting as monsters... but we can do that outside monstrosity anyway.


I'll keep giving this topic some thought, though my drive to play as a monster has waned since the double xp campaign ended and I'm focused back on my main character again.

Selindrile
02-04-2014, 03:39 PM
I'm not the only one who wants some sort of reward for Monstrosity, seems to be a pretty common request, haven't played it myself in ages because of the fact there's no reward, and the double exp campaign loss didn't help my motivation either.

I still think the idea of a very minor merit system, like I described, through monstrosity would make the entire thing feel very rewarding but not gamebreaking. But gear will do of course...

dasva
02-05-2014, 12:07 PM
I'm using it to do RoE alot. Works pretty good for that

Louispv
02-06-2014, 09:34 AM
I just want to be able to do 99 and under content as monipulators. I'd love to show up to save the world from Promathia as a sheep, or go to take down Khimaira as a Behemoth, even if there weren't rewards. (He's such a poseur, Behemoth was a giant purple beast, years before him.)

Or better yet, have content WITH usable in game rewards, expressly balanced around parties of 1-18 players with 15,000 hp and monster stats. That way you can make content without having to worry about the item level problem. Wouldn't an expansion, or at least a mini expansion, based around Monstrocity be awesome? With a story and everything?

"Rise to be the most feared creature in Vanadiel! Strike fear in the hearts of Galka! Defend your horde from all who would steal it! Pre-order FFXI: The Most Notorious Monster, today!"

Draylo
02-06-2014, 04:50 PM
Yeah I was thinking of that myself, that would be so much fun. They would have a hard time balancing it though if you could toss monsters into just any content.

Demonjustin
02-06-2014, 06:09 PM
I honestly have wondered if it would be possible for someone to pop Jailer of Love, kill it, have Absolute Virtue pop, wipe, Re-raise up, have a Monster/Monstrosity fight Absolute Virtue down to 1~3% then have the Monster/Monstrosity die, and have the player reclaim Absolute Virtue again for the kill. In theory, the Monster could beat it down from start to finish and so long as the Monster does not deal the killing blow, but a player does, all drops should work as normal. Not exactly what you are talking about but a cool idea to try none the less I think.

dasva
02-07-2014, 03:59 PM
You could do that but why? An ilvld player is strong than a 99 monster full instincted. More hp sure but doubt also solo while if you can fight on regular and monster that means you'd have a party of at least 2

Demonjustin
02-07-2014, 04:13 PM
Well for one thing, it could be fun, and secondly just an idea for something you could try out if you are not capable of duoing it, me and my friend Miku have failed to kill AV a few times in the past since Adoulin, but it would be cool if my Adamantoise or Coeurl could take AV down. Its just a fun lil idea anyways, its definitely not the most effective way to do it by any means.

dasva
02-13-2014, 02:39 PM
I just meant if you can't take it down duo with ilvl gear your monstrosity mob is going to get owned. Though it would be fun

Selindrile
02-13-2014, 02:41 PM
I could totally get behind a monstrosity based mini-expansion, (like abyssea, etc) but again, there needs to be some tie in to the main part of the game via gear or something else to make my actual character stronger in some way.

Mnejing
02-14-2014, 07:26 AM
Can we get that cool looking red behemoth species? It looks awesomer than purple any day!

dasva
02-20-2014, 01:06 PM
Yes you can. Level 50 and 20k infamy

Karbuncle
02-21-2014, 02:22 AM
Elasmoth =/= the new Red behemoth.

Elasmoth is Black. This Behemoth for Skirmish is brand new model, well, brand new recolor.

dasva
02-21-2014, 08:42 AM
It has a rather lot of red on it though... didn't realize there was a brand new one out. Probably why we don't have it

KorPoni
02-23-2014, 08:01 AM
I really look forward to seeing amorphs (obviously excluding burrowing worms) and hopefully arcana families added in the future. Arcana would be cool if you had to collect parts and trade them to the far right skull thingie to unlock them, as they are mostly constructs as opposed to living creatures.

Mirage
02-23-2014, 10:46 AM
Work could be fun if they actually added a burrow mechanic to them. Add a JA that lets you "despawn", move around without being visible and without being able to attack, then spawn again somewhere else.

Gameesh
02-26-2014, 10:41 AM
I imagine worms burrowing when you move and just pop up when you stop. Then cast/attack from that position. Not sure how it would work with monsters that detect by sight though...

DarkBEWD
03-01-2014, 01:20 AM
There's a few things I'd like to suggest.

•Could you make it so players can grind instincts on monsters they prefer to use?
I'm willing to suffer through a grind to get to a monster I like, but I wish i didn't have to grind every other monster I don't care about to 60/90 just to improve the ones I like or play around with different stat builds.

•It would be cool if we could use our monsters in Campaign and fight on the beastman side, maybe even replace the Allied Notes reward with Infamy to keep you showing up on your human characters too.

•Some monsters have special traits/animations like Amphiptere's flight mode and Cerberus's howl, is it possible to give player versions access to these kinds of things without getting ridiculous (As in I don't expect to be 50 feet in the air and untargetable, just maybe hovering with faster movement speed)?

•When you implement Dragons can you PLEASE make one of them a Blue Mage if only because being a dragon with access to a wide variety of Breath attacks makes way too much sense?

Mefuki
03-01-2014, 08:19 AM
•It would be cool if we could use our monsters in Campaign and fight on the beastman side, maybe even replace the Allied Notes reward with Infamy to keep you showing up on your human characters too.

I would would LOVE to to be able to do way more content with my monipulator. Campaign, BCNM/mission BCs, Salvage, Abyssea access, etc. ether give us a separate loot pool or even half the drop rates of current drops on that content or whatever, it's doesn't matter. I just want to use my monsters for something that isn't just grinding their levels up. RoE already allows me to work on goals while being a Monipulator so I'd like that to be expanded so I can work on game content as one.


Some monsters have special traits/animations like Amphiptere's flight mode and Cerberus's howl, is it possible to give player versions access to these kinds of things without getting ridiculous (As in I don't expect to be 50 feet in the air and untargetable, just maybe hovering with faster movement speed)?

I've been saying this for a while now. I think I'll be important to give each monipulator NM/HNM unique traits like those you mentioned, withdrawing into shells (similar to Aspidochelone) or summoning additional monsters (Like Alpha Gnole Anders), etc. that come with just that specific monster subspecies as well as more general traits like En-enfeeble effects, auras, absorbing certain elements to heal or other traits that make NM's difficult/tactically interesting. The former of which you could even allow us some customization with.This can really add an extra layer of depth when Mon Vs. MON is released.

You gave a good example of what to do if something is deemed not technically viable. Instead of saying, "Can't do it. Sorry, you just won't be able to do that", SE should try to give us something that is close to it that is within technical boundaries.

My example would be Pitlions or Onyx Antlions as the Monstrosity help text says. They don't have Ambush because they can't burrow. Understandable that we can't go under the map and move around but what if SE gave them an ability that was called "Burrow" but when you use it the burrow/unburrow animation goes off but what it really does is give you a variation of Gestation that lets you use Ambush while in this "Burrowed" mode. Make Pitlions THF and presto we now have a mob that's unique and won't be immediately over looked for Formiceros who's currently better in every way. That shouldn't be.

What about potent TP move access? Fatal Scream (AoE Doom) for example. Can't be implemented due to it's potent effects? Make adjustments to the way we're able to use it. For example, in order to circumvent players simply gaining 300% TP, sneaking up to an opponent and just immediately dooming everyone in range, adjust it's effects so this doom only gets applied to monsters that are under the effects of, say for the sake of example, Blind II. This has an intriguing effect on balance. Now, not only will the opponent receive a "warning" that Fatal Scream is coming, it also allows seldom used magic/skills to have a place AND, best of all, mind games can begin between players, which can be an important part of PvP. Because, of course, just because you cast Blind II doesn't necessary mean you have to use Fatal Scream but your opponent is now on his toes and you may be able to deceive him into a trap.

Similar adjustments can be made to moves that are deemed too powerful.

My point is technical limitations or seemingly overpowered abilities don't have to stop us from having access to them so long as they try to replicate what the monsters do and are done right.

Byrth
03-01-2014, 09:15 AM
I'd just like something that actually gives monstrosity value. As it stands, it's essentially an isolated system. It was fun for a while, but the novelty has worn off and I can't really make myself kill thousands of monsters to level a new species at this point for no real rewards.

Player vs. Monster was an ideal solution to this, because people could participate in Monstrosity if they wanted (as monsters) or they could just do it as players. Unfortunately, there are massive problems with the implementation including but not limited to:
1) Balance - Monsters curbstomp players right now. I have a dozen or so monsters at 99, and I'm confident that I could pretty much two-shot any player at any level cap on any of them.
2) Level Caps - This is a terrible idea. People hate level caps because it gimps all the gear they spent time making. Considering the balance issues, you should have made at least one uncapped zone.
3) Lack of Rewards - The sum total of useful Monstrosity rewards at the moment amount to an Avatar MAB+5 Torque. This is pitiful.
4) Unrewarding for Monsters - Unless I missed something, the main thing you gain as a monster for fending off players is . . . . you get to keep your Infamy.
5) No motivation to form parties - Only the person who lands the killshot is rewarded, so what motivation is there to party up? Considering the balance issues, SE could have given party rewards.

Future Problem:
6) No real way to address iLevel gear - This is going to be an issue if you uncap the system. You developed Monstrosity and the iLevel system in tandem... so why is there no real way to address the Acc / Evasion / etc. issues created by iLevel gear? Like, are you going to give us Instincts with +200 Evasion so that THF type monsters can actually evade players with Delve weapons?

dasva
03-01-2014, 05:31 PM
2 shot is something of a large overstatement lol. Unless you mean in buriburi where belligerance let's you increase your faculty points by almost 200%. Really should have had the increase to points be based on zone. But anyways at 90 lets say most mobs just meleeing take a good 20-30 hits to kill a falcoor with no pet gear. If it wasn't for the fact I'm told ochain for some reason just doesn't work in monstrosity (hasn't tested it myself) a pld could probably do well. And if they haven't fixed it if the master stays out of range you can't target the pet for some reason. Even if you could dawn muslum forever lol.

But a bit of the issue is the caps mentioned. No one really has good lower level gear sets. And we all know just how horribly higher level gear syncs down. Oh that level 91 armor had 100 def and +20 str well synced down to 90 it now has 30 def and +5 str. I think the real concern with uncapped is with ilvl since a 119 player should curb stomp a level 99 monster. Hopefully there is a way to take away the "ilvl" stats and basically make any ilvl gear basically have similar really good lvl 99 stats. Hell maybe even impliment a system like the faculties where a gladiator in monstrosity can earn or upgrade gear for monstrosity?

Demonjustin
03-01-2014, 10:19 PM
Not saying you're wrong about 2 shotting in general, but the majority of mobs have a nuking main or sub-job in their family line, 2 nukes can lay out a level 90 with decent instincts, even 10~15 levels under the player. My level 87 Adamantoise claimed a few lives on its way to 87, mostly through the use of Stonega~Stoneja spells, though admittedly, I never once fought a player using a pet job, only PLDs, DRKs, RDMs, BLMs, and a SCH.

dasva
03-02-2014, 03:16 AM
Well part of that is probably gearing. I doubt most people come in with capped mdt and some mdb in case. Or any for that matter. Which is another thing given the strength disparity there shouldn't be a restriction on equipment changing. But say against your adamantoise an aegis, unless they completely make it's ability not work, would laugh at nukes. Old school rdm, blm, schs could kite you for hours till you finally die like we used to on nms lol.

Mefuki
03-02-2014, 04:59 AM
It bugs me because seeing how popular Monstrosity still is, even with no content available to use our monsters on, imagine how truly popular it would be if we WOULD be given content to do.

I still maintain that Mon Vs Mon is where the real balancing and battle depth will take place. I guess I'm just having a hard time seeing how Gla Vs Mon will ever be balanced. At least with Mon Vs Mon each monster can have pro's and con's and SE can use each monster's abilities and traits to balance each other, again, like Pokemon. So for example, let's take Elasmoth's Souleater. As it stands now, there's a concern that when it comes to the future MON Vs. MON fights, or just about every PVP fight, everyone will just say, "I'll just use Elasmoth for everything. It's the win button." However, instead of just applying straight penalties to Souleater thereby making it all but useless, you can use monsters themselves to balance player choices. For example, if Sibilus has Oppressive Gaze suddenly you've now got a direct counter to this tactic with Elasmoth and now players start thinking to themselves, "I can't always rely on Elasmoth because there might be a Sibilus out there. Maybe I should try bringing a mage monster to counter the Sibilus.", and the cycle continues kind of like that.

As I said on BG, I want to battle other people's monsters, party up with them and have some content to use my monipulators on as well as some decent rewards to keep people interested. SE's got something good here but they need to be a tad more proactive about making the content deep and relevant.

I guess I'm just concerned that people will slowly stop doing Monstrosity and then SE saying, "Well, I guess people don't like it anymore. We'll just stop updating it.", all the while not realizing it would be their fault for not giving people the content, battle systems and depth that Monstrosity sorely needs to be truly popular. Monstrosity is far and away my favourite content in the game so I'd really hate for that to happen.

Selindrile
03-02-2014, 07:33 AM
I've stopped doing monstrosity because it's unrewarding, I still care about the content and think it has great potential, but there needs to be a reason to do it beyond "because it's fun", because as Byrth said, the novelty wears off quickly. Useful rewards give longevity.

dasva
03-05-2014, 12:40 PM
Even without rewards it could still be fun if it wasn't a non stop solo against monster fest. But as it is there is basically nothing but grinding solo ad naseum and discovering new moves. Which doesn't really work in an MMO heck it doesn't really work in actual solo games either

KorPoni
03-15-2014, 11:09 AM
I created a thread for belts bought using infamy. I haven't thought of any other rewards yet, except those bought with infamy or prestige, which there are neck pieces you can buy for prestige.

Karbuncle
03-15-2014, 12:49 PM
I'd just like something that actually gives monstrosity value. As it stands, it's essentially an isolated system. It was fun for a while, but the novelty has worn off and I can't really make myself kill thousands of monsters to level a new species at this point for no real rewards.

Player vs. Monster was an ideal solution to this, because people could participate in Monstrosity if they wanted (as monsters) or they could just do it as players. Unfortunately, there are massive problems with the implementation including but not limited to:
1) Balance - Monsters curbstomp players right now. I have a dozen or so monsters at 99, and I'm confident that I could pretty much two-shot any player at any level cap on any of them.
2) Level Caps - This is a terrible idea. People hate level caps because it gimps all the gear they spent time making. Considering the balance issues, you should have made at least one uncapped zone.
3) Lack of Rewards - The sum total of useful Monstrosity rewards at the moment amount to an Avatar MAB+5 Torque. This is pitiful.
4) Unrewarding for Monsters - Unless I missed something, the main thing you gain as a monster for fending off players is . . . . you get to keep your Infamy.
5) No motivation to form parties - Only the person who lands the killshot is rewarded, so what motivation is there to party up? Considering the balance issues, SE could have given party rewards.

Future Problem:
6) No real way to address iLevel gear - This is going to be an issue if you uncap the system. You developed Monstrosity and the iLevel system in tandem... so why is there no real way to address the Acc / Evasion / etc. issues created by iLevel gear? Like, are you going to give us Instincts with +200 Evasion so that THF type monsters can actually evade players with Delve weapons?

It'd be nice if they could give level 99 Monstrosity mobs a Merit system than allows us to "level up" Beyond 99. Keep the cap at 99, but say, every 10k exp like a Merit, we gain the ability to be an "I.lv" higher. I.E after 30k exp we'll be level 103, but only during Belligerency, as to not make us to OP when it comes to normal mobs.

Or give us access to SoA zones and let us Level up Belligerency or not! Can have us cap out at level 125 or 120 or so.... Or just 119 like players. Either way, it would be a simple fix and I imagine that monsters go up to level 120+ so under Monstrosity, it shouldn't be too difficult to allow us to level up beyond 99 for monsters.

Edit: summed up - Add a merit type or a simple progression system to allow monsters to reach higher "Item levels", up to level 119 or higher.

Louispv
03-15-2014, 06:09 PM
There's a few things I'd like to suggest.

•Could you make it so players can grind instincts on monsters they prefer to use?
I'm willing to suffer through a grind to get to a monster I like, but I wish i didn't have to grind every other monster I don't care about to 60/90 just to improve the ones I like or play around with different stat builds.

They did that on purpose. The far weaker, worthless monsters no one wants to play as have the best instincts, and the ones everyone wants to play as have just okay to terrible instincts. (Or good instincts, but they're the final reward for leveling everything else in the family to 75 first.) Otherwise why even add the other monsters at all, and just let everyone have behemoths and adamantoises straight from the start?

Catmato
03-15-2014, 08:34 PM
Quotes from just this page:


It was fun for a while, but the novelty has worn off and I can't really make myself kill thousands of monsters to level a new species at this point for no real rewards.

no content available to use our monsters on

but there needs to be a reason to do it beyond "because it's fun"

nothing but grinding solo ad naseum

This is what needs to be addressed to make Monstrosity popular, and is the reason the majority of players never touched it beyond unlocking it. It's the same way Pankration was kinda fun until we realized the only thing it made you better at was Pankration. (Admittedly, Monstrosity is infinitely more engaging, so it has a much better start)

Edit: Bah, new page.

Mefuki
03-15-2014, 08:36 PM
True, they DID do that on purpose but I'd rather SE make every mob useful in some respect. I'm of the game design philosophy that every single battle related thing should have a place or have some purpose in battle, even if it's something niche. Like when they added Mortal Ray to BLU, I offered a suggestion that they make it significantly more accurate on sleeping mobs with no effect on NMs. That way, it would have SOME function in battle. There should be SOME reason why you'd want to actually use a skill. So, instead of saying, "These monsters are terrible. Let's just slap some good instincts on them and call it a day.", I'd rather SE ask themselves, "What possible reason would I have for choosing this monster for battle over another. Let's make adjustments to monsters so there's SOME reason why you'd want to use each one."

You don't have to go far beyond things that have already been added in NMs to get some possible examples:

*Make Chigoe have naturally high evasion, give them a high +evasion bonus from instincts(Like how Adamantoise has a +70% DEF bonus) or greater evasion depending on the size of your opponent, which could act as a minor counter to everyone just using large mobs.

*Looking at Chigre, make Azure Chigoe's melee attacks have an additional effects of: Blind, Poison, Paralyze, Slow, Petrification, Silence, Drain, Curse, and Plague that cycle.

*Give Toad an extremely fast rate of attack, almost Hundred Fist with capped instinct haste.

*Give Azure Toad a quick resistance gain to offensive magic and enfeebles.

*Give Vermilion Toad a reasonably potent auto-damage spikes.

Adding these native boons to each monster will not only make each feel more interesting and give them a possible function but these layers can add depth to the future Mon Vs. Mon content. Giving each monster some kind of edge will help to ensure that battles don't just come down to using a handful of monsters, like the previously mentioned Behemoth or Adamantoise. Any one monster would have a counter and then that counter would have a counter and so forth. Would these additions to Chigoe and Toad make us choose them over something else? Perhaps not but at least they'd serve SOME battle function.

Draylo
03-16-2014, 06:52 AM
Give some content please... Some kind of content where you can team up with other people to go on missions or something for XP and rewards. As it is, nobody is doing it because all you can do is level up and PVP(which nobody cares for really.)

dasva
03-16-2014, 02:58 PM
Hell even just letting us earn merits on there would at least be somewhat nice. But seriously we were told we could pt how many months ago...?

Ochretis
03-17-2014, 06:49 PM
I think this would be better put in this thread. It's just some ideas I think that would be neat for if you get a monster lv 99.

1. Unlock a unique skin that isn't in the game, only unique to monstrosity.
2. Unlock a 4th instinct that is a combination of the earlier 3, but maybe slightly lessened.
3. Be able to "learn" a weaponskill of the monster to use on any other monster.
4. Be able to gain merit points for monstrosity specifically
5. Unlock the normal size form of that monster (i.e. instead of being a smaller behemoth, would be the actual size of the behemoth players fight.)
6. Have vanity equipment for monsters and at 99 unlock a piece of vanity gear (i.e. crowns, bows, tattoos)
7. Highly unlikely, however if someone got 99 on each monster in a family they would unlock a special monster that isn't in the game and is unique to monstrosity.

I think some of these would be more likely than others, but I just hope SE decides to put at least some sort of reward for getting 99 on a monster. Let me know what you think. Thanks for your time!

Karbuncle
03-18-2014, 12:16 AM
Some good suggestions, though 1/3/6 for reasons i explain bellow are very unlikely, from either a system standpoint or what have you.

1) Creating a brand new skin for over ~80 mob families would require a lot of time and effort, even if its just pallet swaps.
3) This would cause animation glitches for days, or require SE to program animation for every single monster weaponskill for every single monster... Which would probably take years of implementation time... and someone would have to explain to me how a Leech can use "Wild Horn". lol
6)Tattoos don't exist in XI. However, Vanity gear, while nice, isn't going to attract new players to the system cause well, people want real rewards :|

Some good ideas in there however, as I explain on my last page... a Merit system, specifically one that allows us to get to level 119 or higher through it, would be a welcome addition.

Apie
03-19-2014, 12:03 AM
Besides playing with monstrosity for 1 day when it first came out, Ive been completely ignoring it (you can blame ff14 for that.) Anyway, I decided that this past double experience event would be a good chance to check it out again...I couldnt stop playing it...for the entire event. I unlocked a TON of mobs took most to lvl30 and some to lvl50.

I enjoyed i like words cant describe, leveling every few kills, plowing through IT mobs like they were EP. For the first time in a long time, I was having fun in FFXI. It didnt feel like a hassle or a waste of time like most things in this game feel like. Now I see that sandworm is added :)

I cant wait until the next double experience event so I can play Monstrosity again. :)

So SE, when are you gonna get rid of level caps in every single BCNM so I can finally put my 5.4 billion seals to use? Come on SE, give me more reasons to play FFXI over FFXIV. The idea of level caps is annoying, I didnt level up just to be weaker in level capped battles. Besides, its not like BCNMs always drop great stuff, most times it takes quite a few kills to get your desired drop, so its not like it would mess up the nearly dead economy.

Also, its time to remove the level cap on garrisons, time for them to be soloable (this shouldve been done YEARS ago...)

Vagrua
03-19-2014, 07:51 PM
It would be nice also if we could go into belligerency in other areas besides Buburimu Peninsula, Xarcabard, and Uleguerand Range.

Demonjustin
03-19-2014, 09:41 PM
It would be nice also if we could go into belligerency in other areas besides Buburimu Peninsula, Xarcabard, and Uleguerand Range.That disappointed me, that we only got 3 new areas and not even belligerency ones...

Ochretis
03-21-2014, 12:06 PM
Was thinking about how now that the remaining families left are all going to be really awesome to play, but was really thinking about how for beastmen family that SE should try and incorporate some sort of mini mission series in monstrosity with them. Like whether it be to unlock the forms or to get sub species from it or something, just some mission things that you can do as beastmen would be so epic. Would really bring a lot of players into monstrosity for at least that part. Though I can see that being really complicated, I think it should be something they should think about.

DarkBEWD
03-21-2014, 11:29 PM
They did that on purpose. The far weaker, worthless monsters no one wants to play as have the best instincts, and the ones everyone wants to play as have just okay to terrible instincts. (Or good instincts, but they're the final reward for leveling everything else in the family to 75 first.) Otherwise why even add the other monsters at all, and just let everyone have behemoths and adamantoises straight from the start?

It seems like my intent was misunderstood, but I guess I was too vague while trying to keep it short. Basically, what I mean is, for any players like myself who would rather just focus on certain monsters they enjoy, there should be a way to continue gain instincts (that don't necessarily need to be the ones from other monsters) on that monster after it hits 90 while still playing as that monster. I'm sure there's someone else out there that targets certain monsters in each family and only levels the monsters needed to unlock those and only to the level required to unlock them, I'm totally fine if I never end up with that Haste +20 or Triple Attack +10, but what I'm not okay with is the fact that once I hit 90 or 99 on the monsters I care about, I reach a dead end and can't continue to acquire stats to improve it with while continuing to play as it. Think of it like only wanting to focus on your favorite jobs, but being unable to obtain any further gear playing as that job once you hit a certain level.

KorPoni
03-27-2014, 03:10 PM
It seems like my intent was misunderstood, but I guess I was too vague while trying to keep it short. Basically, what I mean is, for any players like myself who would rather just focus on certain monsters they enjoy, there should be a way to continue gain instincts (that don't necessarily need to be the ones from other monsters) on that monster after it hits 90 while still playing as that monster. I'm sure there's someone else out there that targets certain monsters in each family and only levels the monsters needed to unlock those and only to the level required to unlock them, I'm totally fine if I never end up with that Haste +20 or Triple Attack +10, but what I'm not okay with is the fact that once I hit 90 or 99 on the monsters I care about, I reach a dead end and can't continue to acquire stats to improve it with while continuing to play as it. Think of it like only wanting to focus on your favorite jobs, but being unable to obtain any further gear playing as that job once you hit a certain level.

So, though I agree leveling monsters to gain good instincts (Astolian Slime sucks but has awesome instincts) allows you to be more versatile, and again allows you to play more monsters which makes you even more versatile, is totally acceptable, as is playing multiple jobs to get gear, I also agree there should be something you can do to expand your versatility with the monster you currently want to play as while capped, besides getting more infamy.

Camate
04-03-2014, 03:33 AM
Greetings,

Thanks for all the continued feedback on Monstrosity! I checked in with the Monstrosity team on a couple of things.



5. Unlock the normal size form of that monster (i.e. instead of being a smaller behemoth, would be the actual size of the behemoth players fight.)

Currently there are four monster sizes and large monsters, such as behemoths, are not able to pass through certain locations because they are too big (Yes, there are spots I can’t access, it’s sad I know…), which is why we’ve scaled their size down a bit so you can move around anywhere you like.




7. Highly unlikely, however if someone got 99 on each monster in a family they would unlock a special monster that isn't in the game and is unique to monstrosity.


We don’t have any plans of adding new monsters that would be specific only to Monstrosity, but we would like to add some rare monsters in the future.

Edyth
04-03-2014, 09:58 AM
Currently there are four monster sizes and large monsters, such as behemoths, are not able to pass through certain locations because they are too big (Yes, there are spots I can’t access, it’s sad I know…), which is why we’ve scaled their size down a bit so you can move around anywhere you like.




We don’t have any plans of adding new monsters that would be specific only to Monstrosity, but we would like to add some rare monsters in the future.

I'm guessing the fourth tier of monster sizes is the one that gets scaled down? Because we only have 3 classifications in monstrosity. In any case, I'm happy that some have been scaled down. Playing as an amphiptere isn't fun for me because he HASN'T been scaled down enough, and I can't see a damn thing. I'm glad Behemoth and Cerberus don't have that issue.

However, why the pygmy dhalmels and pygmy treants? Dhalmels I can understand a bit, and it's kind of cute, but the miniature treant bugs me, and we can already control WAY bigger things than a normal-sized treant. Why have treants been singled out? And are the special treants unlockable yet, or will they be released in the future? It seems no one has found them if they are.

And I happily intepret "rare monsters" to mean Voidwatch species and other cool things that haven't been added yet. And I think Asoltian slimes and Eorzean spriggans are basically monstrosity-exclusive, since they're not in the game otherwise except in a limited capacity. They are permanently in monstrosity. And big thanks to the developers for the metal slimes and she-slimes and new spriggans! However, the names Spriggan.C and Spriggan.G just don't work in English. It looks like something from NES days. Can the names be changed to something less abnormal? Even just "Graverobber" and "Crier" would look better if needed, leaving the "Spriggan" title off.

Ochretis
04-17-2014, 08:12 AM
Was reading through the Beastmaster forum and read a really awesome idea from someone about "personal companion" pets and they had suggested later on that maybe getting 99 on a monster in monstrosity would allow you to obtain a special jug to call this monster with equipped instincts. I think it would also be a cool idea if something with blu could be incorporated, such as since blu's are in danger of becoming the beast within by overusing magic, some neat job ability called something like "Brink of Monstrosity" that was a 1hr recast, lasted for about 3-5mins would allow you to take on the form of the monster you got 99 in monstrosity, utilizing stat increases and the moves of the monster. This got me thinking of a neat concept.
If you get 99 on a monster you are allowed to purchase a key item from the corpselights for a certain amount of infamy. This key item lets you enter a BCNM or pops some NM version of the monster you are. After you defeat this boss you go back and you can select from a variety of rewards (sort of like how when you defeat an avatar you can pick different rewards). Each monster would allow you to choose the jug for bst, the monster form for "Brink of Monstrosity", a specific weapon/armor that had stats that relate to the monster, a level 4 instinct, or a random end game item, such as heavy metal plate, alexandrite pouch, currency, etc.
These fights would be challenging, nearly impossible without well planned instincts, maybe if monster parties were implemented would require a party of monsters. And the key item would cost a fair amount of infamy/ also require HNM status as well. Anyway just something I thought would be neat and bring a lot more people to monstrosity, since there would be good end rewards.

Mnejing
04-17-2014, 09:51 AM
Just had an idea for exp, why not allow us to convert our feral monsters into monipulators! This change would be permanent and could cost some infamy to do.

Obviously this would mean more monsters will be supported for pankration using pygmy versions for very large monsters and level cap raised to 99.

DarkBEWD
04-19-2014, 10:56 PM
Adult Wamouras in level 30 cap belligerency have no TP moves to use, it'd be nice if Magma Fan was bumped down to that level range.

dasva
04-20-2014, 02:47 PM
Adult Wamouras in level 30 cap belligerency have no TP moves to use, it'd be nice if Magma Fan was bumped down to that level range.

Possibly but considering you don't unlock it till 50 and at 60 you Erratic Flutter it only kinda matters for those 10 levels and even than the campa form can cleave VTs better than mowing down eps in buriburimu

Leonardus
04-21-2014, 11:48 AM
Where is the party-play for Monstrosity already? I really -want- to enjoy this content (It's good for sparks), but not being able to party with a friend or your dual self is really, really disappointing.

Mitruya
05-06-2014, 08:37 PM
When are we going to get Khimaira as a unlockable species? I'd like to know the upgrade path so I'll know where to focus my grinding.

Malithar
05-06-2014, 10:31 PM
Khimaira is technically an Arcana type monster, which we lack the family for. Although, it'd be kind of interesting if rather than following the previous system of unlocking monsters, it required, say... 30 Behemoth, 30 Scorpion, and 30 Bat. Maybe interesting isn't the right word, but it'd make sense. Sure would be weird to get Magic Pots or Dolls to 60 or whatever and suddenly have Khim.

Mitruya
05-07-2014, 01:25 AM
The Manticore path was Sheep -> Ram, which I thought was weird. Coeurl + Bat would have been funny but I guess they had to keep it in the Beast family. :)
But yeah, I didn't think about what family Khim was, I was just thinking that we already have big NM-type monsters like Cerberus, Behemoth, Sandworm, and Amphitere.
We need more families! Totally putting my vote in for Vampyr in addition to Khimaira.
I just wish I knew which mobs to grind on, because really I haven't had much motivation to play the content due to lack of interest in the current selections.

Olor
05-10-2014, 03:10 AM
belligerency sucks! I hate having to remember to remove it if I want to do dynamis (won't let me enter because of the level cap reduction) - please fix this!

- also solo player doesn't have a hope against monsters - it needs to be rebalanced. No one is going to party up for this, there are no rewards worth pursuing.

DarkBEWD
05-10-2014, 04:08 AM
I disagree with players being able to solo monipulators that are on equal footing with them, especially seeing as we monipulators put in the time to build ourselves up to make sure that very thing doesn't happen. Instead, attention should be put toward making belligerency more appealing to bring a 3-6 person group to and be somewhat successful based on the skill of the monipulator and the group. First comes more interesting/unique rewards, then comes making sure every participant gets something worth their time, and finally comes making it so that it's not as annoying for both sides to cross paths frequently without making an appointment or ambushing someone for a one-sided fight.

Edit: by ambushing I mean waiting for someone's health to dip low from fighting the local monsters just to score an easy kill, you guys know who you are.

Olor
05-14-2014, 09:46 AM
I disagree with players being able to solo monipulators that are on equal footing with them, especially seeing as we monipulators put in the time to build ourselves up...

And players don't take time to build themselves up? I'm just saying if you want people to do belligerency it needs to be a solo activity. Evidence? Look at it right now! Honestly, I'd be interested in doing belligerency if I didn't have to give up all the gear I've worked hard for, gimp myself and get 5 shot. Not fun.

elqplau
05-16-2014, 11:23 AM
I still dont get the monstasity its sonething else that i avoid on ffxi kodo's to those that like it but itd not for me

Firinia
07-04-2014, 12:29 PM
So what's going on with Monstrosity anyway? It's like it got left on the wayside... which kinda makes me sad because I enjoy it. If only it would get updates....

Babekeke
07-04-2014, 03:02 PM
It's a shame... I enjoy it too, but there's so much to do in-game now that requires gil, that people like to spend all their time doing something that will earn them gil. Since monstrosity doesn't supply gil in any way, shape or form, it's redundant. There also seems to be no point to get monipulators over level 90, either, which in a way is a good thing, since there's not many places to do so for large monipulators anyway.

Mitruya
07-04-2014, 11:40 PM
Agreed.
It's a nice little diversion, but I think more people might do it if:
- We could earn gil and farm for drops
- We could harvest (they could add a "forage" ability or some such)
- We could complete more RoE objectives (like access to more areas, and harvesting) to ease the level grind and get more sparks
- We had more species to choose from
- We had more double exp opportunities
- We could party together for exp
- We could earn merits/capacity points once we hit 99
- We could keep NM status outside of Belligerency (or perhaps have more Belligerency areas with more level variety, for those who are trying to level grind/sparks farm quickly)

Draylo
07-15-2014, 04:17 PM
Where are the updates? Still no teaming up for exp at the very least.... Why? That can't be something hard to implement.

Babekeke
07-15-2014, 04:25 PM
I wish there was a way around level sync removing all buffs, too. Can't get haste/regen/refresh etc from feretory when in belligerency... >.>

Babekeke
07-15-2014, 08:57 PM
Oh and let's not forget how nerfed BRD mobs are... with no instrument, you only get 1 song at half potency!

Gameesh
07-15-2014, 08:58 PM
I'm hoping SE will release a (large) update for Monstrosity in the version update next month.
It'll be Monstrosity's 1 year anniversary...

DarkBEWD
07-15-2014, 10:51 PM
Oh and let's not forget how nerfed BRD mobs are... with no instrument, you only get 1 song at half potency!

Oh, but it's totally okay because they added an instinct to Colibri at level 90 that let's you put on a whopping TWO songs at once!

Babekeke
07-15-2014, 11:30 PM
Oh, but it's totally okay because they added an instinct to Colibri at level 90 that let's you put on a whopping TWO songs at once!

But still with only singing skill in the equation to work out the potency? Great.

YosemiteYogorockBlondelle
07-16-2014, 08:24 AM
I'm hoping SE will release a (large) update for Monstrosity in the version update next month. {It'll be Monstrosity's 1 year anniversary...}

Gameesh, I agree that they really should do something or update monstrosity on it's 1 year anniversary that really draws the player base to coming out and play it with more fun to those who have not found it to be something fun to do with Mon's as of yet!


Agreed.
It's a nice little diversion, but I think more people might do it if:
- We could earn gil and farm for drops
- We could harvest (they could add a "forage" ability or some such)
- We could complete more RoE objectives (like access to more areas, and harvesting) to ease the level grind and get more sparks
- We had more species to choose from
- We had more double exp opportunities
- We could party together for exp
- We could earn merits/capacity points once we hit 99
- We could keep NM status outside of Belligerency (or perhaps have more Belligerency areas with more level variety, for those who are trying to level grind/sparks farm quickly)

I would also agree this would draw players just like getting the materials for ILevel gears does from doing various battles which draws folks to do that content like metal flying into a magnet across a room or close by. What i'm saying is this monstroscity content has so much more potential, more then the dev teams could even realize.

I found this to be interesting facts about some MON's for monstrosity requirements that have to be done to use some of the additional features onto playing that creature's abilities. Like for instance one of the spriggens or the slimes each represent a different job based on the type of slime or spriggan version you have chosen to play but also found out on either the metal slime or one of the spriggens which is up to 30 or higher while playing them both between two characters.....

{On one character I was able to use the blm magic spells for that particular job of that mon's character while on the other character I couldn't use magic or wasn't any listed in its abilities upon opening them up. It took me a few days and chat with another LS member to figure out that the role of the jobs going through monstrosity characters is based off of the jobs you have already leveled in the normal way as with your hume, elven, etcetera characters and which made me come to a great idea and an conclusion about something else into monstrosity over its probability of how its viewed by the dev team over what type of system it is instead of what type of system it really could become and benefit all players alike into playing the system with all mon's characters.} (I'll explain my point of view on it next post in order to break this post into two while keeping it shorter of read) ;)

YosemiteYogorockBlondelle
07-16-2014, 10:12 AM
Simply put its it's viewed by the dev team as another type of ballista/brenner system instead its potential to be another jobs added player based system which is why I bet there is no party based system included into monstrosity as of yet in a weird way. The idea back when they had added newer jobs through expansion packs and added on scenario add-on packs was that these jobs were going to be called advanced jobs to the jobs all ready into the game but I found this not be so true with the exception of blue mage's versatility to incorporate all types of jobs in the game into its job system in various ways taken away from each job. now blu in my opinion was the only true advanced jobs they came out with playing.

What i'm getting at is that I see monstrosities potentiality to be as another whole advanced jobs system to be played but it lacks the job play plot in battles system that everyone that comes together or gets on that particular job to play all to be successful in tasks incorporated into the game or tasks carried out to complete mission/quest storylines that expansion packs or add-ons with those jobs have on them as a role but we all can see the more ideas in this way that monstrosity could be done, specially if the system were being set up to play in a party based system among all of other jobs that we already play to get stuff done. Someways this kind of reminds me of pet jobs and trust characters as well.

Now What I've liked about monstrosity is simply that its not so heavily based on your requirement to search out for all of those gears needed to play that particular job which is through monsters as a job in whole over jobs all ready included into the game but as someone has come to state with the bard job has its limits with how many songs it can cast to be used at one time in which case I'll add my idea of making some equipment only usable by mons with the item in your inventory and leave it to you guys in how it can act equi[ed but remains in your inventory, I guess in a way it be like using ninja tools in your inventory to cast various spell's.

dasva
07-18-2014, 11:40 AM
Oh and let's not forget how nerfed BRD mobs are... with no instrument, you only get 1 song at half potency!

It's a lot lower than half potency... I mean even if you had capped both skill +song can over double some potencies by itself

Babekeke
07-18-2014, 04:12 PM
It's a lot lower than half potency... I mean even if you had capped both skill +song can over double some potencies by itself

Well, that's a completely different argument. I'm just saying that for now, it would be better to at least have both skills in the formulae to give it a chance. But yes, the likes of advancing march can be more than doubled by adding G Horn and emp hands on a player.

Krysten
07-24-2014, 01:55 PM
i agree people dont care about this much because of the no partying issue, i garentee implement a party system for monstrosity hell even mix up players and monstrosity if need be... people would do it alot more. i also rweally am waiting for Beastmen mobs.

WoW
07-27-2014, 03:15 PM
Old news perhaps, anyway, there are some monsters on the bgwiki page listed as "Not implemented yet," does this mean that these monsters are in the cards? Or does it equate to absolutely nada?

Karbuncle
07-27-2014, 10:40 PM
I believe it means they're in the .dats but not in there as anything other than a name in the menu as of yet, but probably intended for future release.

WoW
07-28-2014, 07:36 AM
^^Cool and thanks^^

YosemiteYogorockBlondelle
07-28-2014, 12:19 PM
Old news perhaps, anyway, there are some monsters on the bgwiki page listed as "Not implemented yet," does this mean that these monsters are in the cards? Or does it equate to absolutely nada?


I believe it means they're in the .dats but not in there as anything other than a name in the menu as of yet, but probably intended for future release.


^^Cool and thanks^^

Yeah, basically they mean Nada until they've actually been implemented and released into the game or game system for monstrocity. Who know's when or if they have plans in revamping monstrosity to give it a boost in running more player based strategy or not as well. I'm sure it wont be anytime soon or as soon as we'd like it be with all of the fixes, bugs and other content they been working on in this game.

Draylo
08-01-2014, 01:01 PM
DEV response please, when are we getting party content? Not even party content... when can we team up with other people to exp our monsters? Something like that should be so simple.

Gameesh
08-02-2014, 05:27 PM
DEV response please, when are we getting party content? Not even party content... when can we team up with other people to exp our monsters? Something like that should be so simple.

I second this.
Even if they don't add new families (this update) and only enable monipulators to team up would be SO great.
It would make the content insanely more fun (and make grinding from 80 to 90 or even 99 a blast!)

dasva
08-04-2014, 01:12 PM
Yeah weren't we promised partying like a year ago....

YosemiteYogorockBlondelle
08-05-2014, 12:13 PM
I second this.
Even if they don't add new families (this update) and only enable monipulators to team up would be SO great.
It would make the content insanely more fun (and make grinding from 80 to 90 or even 99 a blast!)

Maybe even add a feature to take our monstrosity characters in pt style in Adoulin areas such as outer Ra'Kazner or even inner Ra'Kazner and etcetera. What would you think about that being done??

Gameesh
08-05-2014, 04:56 PM
Maybe even add a feature to take our monstrosity characters in pt style in Adoulin areas such as outer Ra'Kazner or even inner Ra'Kazner and etcetera. What would you think about that being done??

As powerful as Monipulators are, I think they'll perform terribly in Adoulin:

Scenario #1 - Playing as monipulators vs the Adoulin enemies -
We'll get owned. Period. Monsters are level 100+ and especially in Ra'kaznar they're just too strong without the boosts players get to fight them effectively.

Scenario #2 - Playing as monipulators vs players in Adoulin -
Total and complete destruction (the monsters that is).
Players with i-gear have way too many advantages monipulators don't have.

Besides, even if you got a monster or two at level 99, what are you going to do with them in Adoulin?
You can't get merit or job points in monstrosity...

Draylo
08-05-2014, 05:59 PM
Add a instinct that gives them ilevel then? I think it would be a lot of fun to have monipulators in party style events. It might be a little overpowered though lol, they have like thousands of HP. They should make a new job, Morpher! Lets you play monipulators in current content!

Demonjustin
08-05-2014, 06:50 PM
I could be wrong but I believe a long while back, when they were working on the Amorphs and such, they said something about post-99 Monstrosity.

Mitruya
08-05-2014, 10:12 PM
Nothing for Monstrosity in this update??

DarkBEWD
08-05-2014, 10:49 PM
That's pretty cold it doesn't even get a big birthday update. If that doesn't display it's current position as "things nobody cares about that we don't update anymore" I dunno what does. Looks like a good time to just unsub for a while and check in every few months.

YosemiteYogorockBlondelle
08-06-2014, 12:31 PM
As powerful as Monipulators are, I think they'll perform terribly in Adoulin:

Scenario #1 - Playing as Monipulators vs the Adoulin enemies -
We'll get owned. Period. Monsters are level 100+ and especially in Ra'kaznar they're just too strong without the boosts players get to fight them effectively.

Scenario #2 - Playing as Monipulators vs players in Adoulin -
Total and complete destruction (the monsters that is).
Players with i-gear have way too many advantages manipulators don't have.

Besides, even if you got a monster or two at level 99, what are you going to do with them in Adoulin?
You can't get merit or job points in monstrosity...

Yeah I was actually thinking 99 monstrosity characters in a party of members based form when i mentioned it considering monstrosity characters can take on stronger monsters that be considered tougher as our normal jobs outside of monstrosity. 6 based party formed 99 monstrosity characters as an example. well this would only work if they ever add the party system to monstrosity and who knows they could give us Adoulin monstrosity characters which are much stronger at some point as well. Provided they ever get back to working on monstrosity of course.

YosemiteYogorockBlondelle
08-06-2014, 12:43 PM
That's pretty cold it doesn't even get a big birthday update. If that doesn't display it's current position as "things nobody cares about that we don't update anymore" I dunno what does. Looks like a good time to just unsub for a while and check in every few months.


Nothing for Monstrosity in this update??

Yeah they might not touch monstrosity if we look at the history of past side events/battlefield types such as ballista, brenner, um.. pankration and any others you can think of that they just let go and have no further plans to do changes, update or make them fun to be in or wanted to be played again by the players who have seen the changes to the game over time making stuff like this obsolete because it wasn't kept updated with the times.

Honestly, How ever long it takes, I hope they do get to working on monstrosity eventually which would be a change in a long history of stuff left to linger and drift away with the passing of time and years.

Mnejing
08-27-2014, 08:25 PM
I guess Monstrosity is going to be left out in all double exp campaigns now..:(

Mitruya
08-27-2014, 10:41 PM
That is really, really disappointing. On top of the lack of updates month after month.

Gameesh
08-28-2014, 01:23 AM
Me and a couple of friends play Monstrosity almost every day still. We, however, have reached a point where it's starting to get stale.
The leveling is fun and unlocking new instincts is great, but the content is in desperate need of a boost.
Even if it's only a few extra areas.
But what we really need is some sort of party mode.
The rest can come after that.
Please don't neglect this content, Square-Enix. It has so much potential!

Demonjustin
08-28-2014, 08:18 AM
I gave up hope. Lack of updates, no double XP, no word on any timeframe for implementation of key features needed for the content to be more enjoyable or rewarding. It all points to them simply not caring.

Mitruya
08-28-2014, 01:03 PM
More areas, more mob families, and party mode would be great.

Draylo
08-28-2014, 01:19 PM
They are planning new mob families this update but no other mentions.

Gameesh
08-29-2014, 06:59 AM
They are planning new mob families this update but no other mentions.

Source...?
I'd be psyched even if it's just one family added!

Draylo
08-29-2014, 08:21 AM
Ah woops, it said Monster Rearing. I thought it said Monstrosity, in the update blurb.

Balloon
08-29-2014, 08:24 AM
Silly Draylo, that's their new system that will be abandoned in a few months and will never be spoken of again. Not the old one.

Byrth
08-29-2014, 08:35 AM
Release the rest of Pankration please. Thanks.



Oops, time slip.

Gameesh
08-30-2014, 02:07 AM
Ah woops, it said Monster Rearing. I thought it said Monstrosity, in the update blurb.

Yeah that's what I read too.
I was hoping for some extra tidbit not listed in the update notes yet.
For the first time since it's release I actually broke my daily routine of 1~2 hours of Monstrosity today.
I'm getting pretty demotivated not hearing anything from the devs but in the general sense getting the feeling they are gonna abandon the content.
If they are, then it's one of the biggest missed chances in the history of this game...

Apie
08-31-2014, 01:10 AM
Any info on double experience monstrosity? I want to use Monstrosity again, but I have zero interest in leveling it without double experience. With FFXIV, FFXI and RL, I don't have time to waste, so if it's not productive ingame, I just don't do it. Come on SE, please (please, please, please, please, please, please, please, please) include Monstrosity in the double experience events that you keep having.

Selindrile
08-31-2014, 02:58 AM
Any info on double experience monstrosity? I want to use Monstrosity again, but I have zero interest in leveling it without double experience. With FFXIV, FFXI and RL, I don't have time to waste, so if it's not productive ingame, I just don't do it. Come on SE, please (please, please, please, please, please, please, please, please) include Monstrosity in the double experience events that you keep having.


Even with a 1000x experience event monstrosity wouldn't be productive ingame >.> because monstrosity has no rewards that tie in to your main character, which is why despite it being an extremely fun system, I, and many others have given it up altogether.

Mitruya
08-31-2014, 09:30 PM
Well, you can get sparks, complete some RoEs .... yeah that's about it.
Release some new families and areas already!! And yes to the idea of double xp for it also.

Gameesh
09-01-2014, 04:33 PM
Well, you can get sparks, complete some RoEs .... yeah that's about it.
Release some new families and areas already!! And yes to the idea of double xp for it also.

I still find it extremely useful for farming sparks.
It's faster then whacking Qutrubs in Abyssea - Tahrongi for example. (when it comes to 500+ damage RoE)
You also clear the 200 normal kills, 100 monstrosity kills and various spoil and area kills at the same time.
If I stick to 'hardcore' spark farming in Monstrosity on a black mage monster I can get 50k sparks in just 2 hours or so.

Mitruya
09-02-2014, 01:22 AM
Yes, I agree, I just neglected to quote Selindrile who said there are no rewards for your main character, and I was intending to point out that it can be a alternate way to complete RoEs and get sparks, which is sort of a roundabout way to get "drops" for your character (chapters, gear, whatever). Plus the novelty of it can be neat when you get tired of looking at your main or being on the same job(s) or whatever, or need something to do in downtimes. Being able to quickly teleport to RoE areas is kinda nice, so I wish they'd open up more. And more Belligerency too, so you can do the crystal RoEs and such while having different scenery and more level ranges.
I've seen it said that some people don't want to be forced to play Monstrosity to get something for your main, and I respect that, but there are those of us who want to play it and would like a little more out of it, OR perhaps others would be more interested if the rewards were better (like I guess some people already efficiently farm sparks and don't need to do it as a MON).
Being able to party together and receive drops/gil outside of Belligerency would be nice, rather than making some special drop that forces people to feel like they HAVE to do it. Once you reach 99 and have leveled all the available creatures that you want, there's nothing left to do but farm sparks or work on instincts. So maybe let us get merits or something, or enter Adoulin areas for CP...

YosemiteYogorockBlondelle
09-05-2014, 01:05 PM
Yes, I agree,.. Once you reach 99 and have leveled all the available creatures that you want, there's nothing left to do but farm sparks or work on instincts. So maybe let us get merits or something, or enter Adoulin areas for CP...

Replying to only part of your post but yeah they could also add a cop/job points system for playing Lv. 99 monstrosity characters some how while getting more points quickly faster than you would on a normal 99 job and have the option to place/stick those points on a certain 99 job you have leveled would be yet another interesting way to earn the points to be used to increase/unlock certain job ability or stats that is done through those two systems we both have mentioned in our posts. ;-)

Mitruya
09-05-2014, 10:03 PM
Yeah, depending on when/if they ever add more families, at some point you'll be done leveling all you want, so then what would be the point of continuing? Other than just running around as your favorite creature to get sparks. No one really bothers with the PvP system, you can't buddy up with a friend for kicks and giggles, and you can't farm anything (except crystals and -ites in Belligerency) or make gil (unless you convert sparks and of course, NPC the crystals/-ites). They could at least give us merits. As of now it's just "something to do" if you're casual and not involved in anything else.
And yet they'd rather focus on monster rearing in the Garden. It was cute at first but ... meh.

dasva
09-06-2014, 05:00 PM
Once you reach 99 and have leveled all the available creatures that you want, there's nothing left to do but farm sparks or work on instincts. So maybe let us get merits or something, or enter Adoulin areas for CP...

Oh trust me you get all your instincts waaaaaaaaaaaaaaaay before leveling everything. Sparks is nice though no where near as fast as fighting in SoA zones... just it's a tad easier and you don't need gearing

Apie
09-26-2014, 01:41 AM
Even with a 1000x experience event monstrosity wouldn't be productive ingame >.> because monstrosity has no rewards that tie in to your main character, which is why despite it being an extremely fun system, I, and many others have given it up altogether.

Productive as in getting goals accomplished, not productive as in building my character or whatnot. Many of my goals are pointless, like some NMs I want to kill and I don't care about the drops, but it's still a list of goals that I want to accomplish (like finishing some trial weapons, even though they could not be more useless atm.)

zantech
11-05-2014, 04:22 PM
hopefully logic prevails and they don't want yet another time sink to be left in the dust and convert this into a useable role by allowing skills or stats learned inside this state to be useable like being turned to a new job like on ff6 gau or let stats show through as merits.

KorPoni
11-20-2014, 02:29 AM
Monstrosity will only become popular with introduction of endgame rewards, like equipment and such. I think a storyline that extends past the introduction storyline would also make the free add-on more worth the time. Like a boss you can fight that you don't claim, allowing several monsters to join the fray, as well as monstrosity specific battlefields you can only enter as a monster.

LCofPandy
11-20-2014, 03:15 AM
So are we ever going to get any more monster families? Are we ever going to get to be able to party up with other monsters? Are we gonna see ANY new content at all with this? We deserve some answers. Camate, if you stumble upon this, PLEASE try to get some word for us!

YosemiteYogorockBlondelle
11-25-2014, 04:03 PM
So are we ever going to get any more monster families? Are we ever going to get to be able to party up with other monsters? Are we gonna see ANY new content at all with this? We deserve some answers. Camate, if you stumble upon this, PLEASE try to get some word for us!

I'm Just going to say it, it may not be calmate who stumbles upon back by this thread but it maybe one of the many other's working in the area of the threads instead who step by to give a response. Yeah it would be cool but monster rearing still seems ti be the thing at the moment and who knows maybe with our monster rearing pets we could become as one in monstrosity thus we'd be more less raising our own monstrosity creature before hand into well..I'll leave it up to the imagination. ;)

LCofPandy
11-26-2014, 11:16 PM
Well we got an answer through the GE interview with SE. Basically it was put to the wayside so focus on the SoA storyline and missions could be done. Doesn't look promising either. Here's the quote: Mizuki Ito: This issue is not unique to Monstrosity. A great number of personnel were working on the conclusion to the Seekers of Adoulin missions, and expansions to a variety of content have been put on the back burner. Though the missions themselves have concluded in the November patch, there are still some threads left unconnected, and we will introduce further quests and Seekers of Adoulin-related battle content in the months ahead that will take a deeper look into these stories. As such, we have been unable to prioritize Monstrosity. Scheduled high priority content will be released bit by bit, and once that has been done, there is a possibility that Monstrosity may rise in the priority list. What worries is me is he say "may" rise in priority. So there's a good chance it's dead content. But that's just the pessimist in me..

Mitruya
11-27-2014, 12:00 AM
I'm frustrated they left this content unfinished while giving things like crossover events and Monster Rearing higher priority. The biggest slap is not getting any answers AT ALL on the official forum. Why did we have to find this out second-hand?

LCofPandy
11-27-2014, 07:15 AM
Very good question. My main feeling is that they gave this up for monster rearing. Sorry but I barely use my garden as is and I find more joy out of playing as the monster than just seeing it as a cute cuddly be benefactor to content I don't even use. Hopefully come January or February they'll bring attention to this content but I'm not holding my breath...

DarkBEWD
11-27-2014, 08:30 AM
Nah man, at this point Monstrosity is SO dead we don't even get to be ghosts or skeletons, just butthurt. They were even like "yeah uh after we're done masturbating MAYBE we'll go back to adding those nice things we said we were adding." I feel bad for the Monstrosity creator too, he went out of his way to make this well thought out, thoroughly enjoyable experience and now the whole thing just gets shoved aside and shit on? I'm gonna go to the quality of life suggestions thread and ask if they can put F**k You! by Cee Lo Green as my title music because that's how I'm gonna feel about this game now.

dasva
11-28-2014, 05:52 AM
Yeah what really grinds my gears is there are things they said they were already developing and planning on adding when monstrosity came out 2 years ago that they still haven't added. And let's not even get started on tangible rewards. yeah playing on monster itself is fun but gets really repetitive after awhile not to mention I capped everything in the system like a year ago. Heck just an uncapped pvp zone would be nice

Draylo
11-28-2014, 05:53 AM
Man I don't understand why this isn't updated, I saw that interview and its sad. I had so much fun when this first came out, how hard is it to add party mode at least? I can't imagine it being that hard to add.

Krysten
12-03-2014, 07:33 PM
i dont get it either bring out the other classes and party mode, then people will care about it.

Krysten
12-03-2014, 07:50 PM
people dont care about it because its pain in butt to lvl just give us party mode and at least one of the beastmen jobs lol

Krysten
12-03-2014, 07:57 PM
hate break it to you SE, Nobody gives a Shit about SoA missions or content outside of delve. you coulda shelved THAT and nobdy would have cared

Demonjustin
12-03-2014, 11:13 PM
In reality, they could've completely ignored the entire idea for monster rearing and just continued devoting that manpower to Monstrosity. I know of literally no one, not one person, who does that shit, and it added nothing new to the game that was worth caring about. Monstrosity was a much more interesting system and had a lot more people interested in it, yet for whatever fkin reason it got dropped and that trash got picked up... -_-;

Byrth
12-03-2014, 11:26 PM
That's entirely true. Mog Gardens in general has been kind of a waste of our time. If they had left the moogles and replaced the rest with a single NPC that animation locks you for 5 minutes and gives you 30k then it would have saved a lot of dev time investment into content that no one gives a shit about.

Mitruya
12-03-2014, 11:39 PM
I'm glad I'm not the only one frustrated by this (see my other thread).

YosemiteYogorockBlondelle
12-04-2014, 07:41 AM
I'm glad I'm not the only one frustrated by this (see my other thread).

I found your post in a round about way but thought i'd just include the link in making the browse over to it quicker for your post if you wouldn't mind it, here it is on the "Link (http://forum.square-enix.com/ffxi/threads/45308-Dear-SE-please-finish-content-before-developing-something-else)"

DarkBEWD
12-04-2014, 10:58 AM
To be honest, after messing with Monster Rearing for the first time a few days ago, I've come to the conclusion that the problem is not that it's a thing and they keep working on it, but that it's a thing that they completely wasted on Mog Gardens instead of tying it with Monstrosity. Like seriously, imagine being able to fill your empty Feretory with monster buddies that you raise and gain items/SP Gobbiedial Keys, instincts, infamy, and/or EXP/CP from as they grow and having the act of raising a monster send your Monipulator into "mama bear mode" which makes you stronger out in the field. They could even add drops to Belligerency or just in general that helps grow monster pals. This shit is just tragic man, here you have this golden goose of an event and you're just gonna sit there and tell me you're tired of me enjoying your game. You don't need my subscription money or my praise, all you need is your Mog Garden and stupid pixel board bullshit. Thanks XI devs, I'm really feeling it.

Mitruya
12-04-2014, 11:19 PM
I want to hit the like button 1000 times. This, so much. So much opportunity wasted. They released the content before it was completely fleshed out, made promises about what was to come ... a year or so later they tell us that Garden and crossover stuff takes higher priority. While not taking advantage of tying things together, or doing something awesome for Halloween.

dasva
12-05-2014, 11:00 AM
I still love the idea of tieing this into bst and being able to jug the monsters you get

Mitruya
12-05-2014, 10:28 PM
And this new Chacharoon's Cheer thing ... will the benefits extend to Monstrosity? Like the exp bonus, for example.
Also, how about being able to buy baby monsters of the creatures we've unlocked with infamy, for our Garden?
It's disheartening to see more dev effort put into enhancing Gardens, than finishing out the Monstrosity content.

Mefuki
12-06-2014, 02:55 AM
Here's an idea SE, how about tying stuff like this Chacharoon's Cheer thing into Monstrosity. Ya know, the whole, "give-us-a-reason-to-do-content" thing.

Byrth
12-06-2014, 03:13 AM
I find it hilarious that they added something like that to a system that no one likes while failing to provide any real normal-play reward for a system that people love.

YosemiteYogorockBlondelle
12-06-2014, 06:26 AM
I find it hilarious that they added something like that to a system that no one likes while failing to provide any real normal-play reward for a system that people love.

They probably figure if they do plenty of things to it over time it will be loved more then monstrosity as we are displeased or not liked of monster rearing for crafters for this reason is an more important to work on it more then monstrosity, I guess? the player vs monstrosity player needs worked on, the monstrosity character vs. monstrosity character needs better worked on its implementation to work when out and about to actually being able to engage each other too are just a few things i think that could be very well worked on as well.

Gameesh
12-06-2014, 07:46 AM
Is it bad that every time I read Monster Rearing my heart skips a beat just because I see 'Monster' written in an update note...?

Demonjustin
12-06-2014, 08:11 AM
Is it bad that every time I read Monster Rearing my heart skips a beat just because I see 'Monster' written in an update note...?Don't feel bad. I have a similar issue. Hell, screenshots that show nothing but monsters often do that to me just because I look and think ":O is that Monst!? :D" only to be disappointed moments later.

Byrth
12-06-2014, 11:09 AM
Monstrosity definitely needs an update. New species would be something (and hopefully easy), but what it really needs is real-game relevance.

Mitruya
12-06-2014, 10:51 PM
I'd just be happy with new families, really. I continue to bemoan the fact that Khimaira was not introduced when we got other biggies like Orthus, Behemoth, etc. But I have also liked or posted suggestions for adding things or tying together content.
And there's quite a few players who have commented that they would try it if it had more relevance. I don't see the relevance in Monster Rearing. At least I'm actively doing something in Monstrosity (though I really need to pull myself away from it so I can start the CP grind, lol).

Byrth
12-06-2014, 11:04 PM
Khimaira is Arcana type, and Arcana type hasn't been introduced yet.

Mitruya
12-07-2014, 04:39 AM
I meant that a lot of the big bosses in the game are represented in Monstrosity except for Khimaira. (and the dragons) So I'm disappointed the Arcana family hasn't been released yet to kind of balance that out.

Catmato
12-07-2014, 03:34 PM
I really don't understand SE. They develop a system that nobody wanted or asked for, which some people actually liked, then completely abandon it. Why keep shooting yourself in the foot?

dasva
12-07-2014, 05:16 PM
Lol so they tell us no time to work on monstrosity a system people seem to actually like if they fixed it. But yay add a real reward to monster rearing something I don't know anyone cared about for more than a few days

Gameesh
12-07-2014, 06:41 PM
This isn't the first time SE dropped the ball like this though.
Remember Pankration? Those were the days...
I had such a great time with that content for a good few weeks. The music in the Colliseum is one of the best in the game!
Then people stopped doing it due to lack of updates and it faded into obscurity.
The same will happen to Monstrosity if nothing is added in the next few months. Only a few die-hard fans will level the monsters till there is nothing left to level...

Daydreamer
12-28-2014, 05:44 AM
I want to Thank the Dev Team. For all the wonderful updates. I realize you have alot of content your working on. Here are just a few suggestions from me that may have already been made in the past but I wanted to toss them out for the dev's to consider.

1. Monstrosity Besiged!!! and Monstrosity WKR style fights. PVP was a nice idea but I think allowing everyone to gang up on one big nasty NM or a group of Enemy NMs is actually funner. At least within this particular game.

2.Give us drops via this system. Mog house furnishings, Chocobo upgrade items for our pet chocobos that have lost all use, IE. saddles chocobo outfits, yada and maybe open all areas even dungeons to chocobos. We have super long lasting sneak and invisible just give us a solid use for the chocobos again and use monstrosity to do it with.

3. Max out the levels of our monstrosities, allow some Mon VS Mon action to happen in the pankration pits ? again allow for some unique outfits or housing items or chocobo items to be obtained from some mon versus mon action.

Thank you again for a fun system please dont let it fade away. revamp some of the old stuff and use monstrosity to do it? would be great.:D

Gameesh
01-26-2015, 06:29 PM
Could someone from Square Enix elaborate on just one simple thing:

Are there any plans for Monstrosity this year? New families, adjustments, being able to get merit points. Anything at all?

Thanks in advance.

dasva
01-27-2015, 01:40 PM
I think SE just said well heck people seem to actually like this... we never need to work on it again! I'm still wondering when the things they talked about when it was released are coming... which was what 2 years now?

Byrth
01-27-2015, 07:29 PM
About 1.5 years ago, yeah. The last update it got was about a year ago. I went out and farmed Buburimu Penninsula as a Cerberus the other day just for funsies, but after I finished my Unity quests and burned out my exp enhancement I got bored of it and quit.

The initial idea and execution for this system were spot-on what they should have been (with one or two flaws that were fixed subsequently), but the only way to use the system was just to gain exp. The "next event" they introduced (PvM) was terribly executed to the extent that it didn't look like it had been tested or even thought through. They might have taken this system's dramatic failure as evidence that players are uninterested in Monstrosity, when in fact we're just uninterested in a system whose reward structure favors 1v1 fights but ensures that players can never win 1v1.

At present, monstrosity can be used to exp monsters until you're tired of it and after that it has no benefits (or impact on the character that you will resume playing). Obviously we'd ideally have integrated content (like a working version of PvM), but even something as simple as a monster rearing-esque KI system would greatly improve Monstrosity's appeal. Heck, you already have the KIs. Make a system where every 1000 monstrosity levels gets you 1 set point for Instincts on your main character. Monstrosity would become a very grindy way to improve yourself (~4 set points currently available). If you think this is too strong then just release a KI that is weak enough to be reasonable.

dasva
01-28-2015, 04:02 PM
Another part of the pvm that kinda ruined it were the rewards were crap behind a horrible farming system that even if it wasn't horrible was terribly grindy. It took me weeks of farming infamy on one character and letting another character just attack me while I didn't fight back to get the prestige to get like 4 torques to see what they did. With no reward it basically became a just for fun thing... but because it was clearly designed for the rewards it wasn't made for fun. Namely the huge losses in infamy/prestige. Which made people very unlikely to engage in a fight that wasn't overwhelmingly in there favor and thanks to the design 99% of the time things were in favor of the monsters. That 1% being if you could take advantage of the pet glitch where you couldn't take any actions against a pet unless the master was within range of that same action.

Heck even if there was a way just to convert excess xp/prestige/infamy to something useful outside of monstrosity like jp or merits would make me consider it again. I honestly don't see why so much effort is being spent on mog gardens but this is being forgetting. Especially with something like monster rearing which seems like it belongs in monstrosity much more than the gardens.

Mitruya
01-30-2015, 12:08 AM
Still hoping for Monstrosity updates in 2015. I almost didn't resub but figured I'd check out the PUPdate and get cracking on CP.
I could care less about the Mog Garden stuff unless they connect it together or something.

DarkBEWD
02-12-2015, 02:31 PM
I'm starting to miss Vana'diel these days, wish I could resub, but I see the Devs still think it's cool to drive away anyone who isn't strictly in the end game loot grind state of mind.
Really wish they'd take the time this year to at least finish adding all of the unimplemented monsters and complete "Phase 3" of their project.

Mitruya
02-14-2015, 03:42 AM
Doing my part to bump the thread and keep the hope alive.
Can we get some news, SE? Or is there some reason FFXI is becoming Final Fantasy Farmville? Seriously, couldn't you have finished Monstrosity first?

YosemiteYogorockBlondelle
02-15-2015, 09:52 AM
Doing my part to bump the thread and keep the hope alive.
Can we get some news, SE? Or is there some reason FFXI is becoming Final Fantasy Farmville? Seriously, couldn't you have finished Monstrosity first?


Still hoping for Monstrosity updates in 2015. I almost didn't resub but figured I'd check out the PUPdate and get cracking on CP.
I could care less about the Mog Garden stuff unless they connect it together or something.

Well they are some-what connected even if on a small margin, connected by this type of seed: Golden Seed Pouch in the Furrows which actually does allow you to have a newer version of a Mons-pet from the mons-cluster's you get from it and the other two types of fertilizers for the logging trees & the mining of a vane that allows 2 more {Mons} types after certain pre-objective's are met into them being able to be usable for gaining those types of pets for monstrosity.

Also one Monster Rearing pet lets you have more C-P gains if certain Pre-objectives are met into obtaining those pets as well. They also have done something by certain pets raised into adding harder to obtain item's to the Green Thumb Moogles shop for purchase such as imperial tea leaves and I get that your not a crafter as well as you'd rather spend your gil's on those items rather then save'em up on obtained ingredients for free and craft them for no Gil's spent at all? I'm also gathering that you've played Farmville or still are playing farmville and don't care to play that game while I for one have never played that game and never intend too in fact I've avoided all of those farmville requests like a plague from Facebook friend's listed them in demand's wanting me to play the famville, farmville II, etc. on a game of which they are playing.

Anyways i'll let you look over these two web pages on results and let you decide from there: http://wiki.ffxiclopedia.org/wiki/Garden_Furrow results of odd items such as scroll's obtianed from seed's and is also good to note some seed's will result in fiends showing up over your furrow such as a ghost: planted buffalo meat and and Aht Urgan Ameretat: Planted Ameretat Vine. Something you could do if you never plan to use the furrows and just look at it.
For Monster rearing besides the raising em up fact, Look mainly under cheer bonus and moogle shop sections of the Rewards section on this page before finalizing your decision: http://wiki.ffxiclopedia.org/wiki/Monster_Rearing and only then after this can you come back at me with your: What part of mog garden's that I really hate very much don't you understand? :cool:

Few other reason's I now like the mog garden compared to before. #1. I can store my item's on the porter moogle inside of the mog garden. #2. I can look my Mog House fully in the same place as the porter moogle and if needed I'll take an item from my mh and put it on the storage slip all in the same place. #3. I can Buy & Sell item's right there on the spot to the Green Thumb Moogle, so this is a gil makers method, if I don't want anything the mog gardens have given me, I'll just sell it right there on the spot to the moogle without leaving the gardens and only exception I might make to exiting the mog garden providing I have enough room to carry all of the items out given by a pond dredger or Coastal Fishing Net's Fish item's is first making sure i'm in windy by the Fisherman's guild then selling them for more gil's then I would of obtained from selling em to the green thumb moogle provided they are the certain fish on the fisherman's guilds List to buy them from you. I surely wish they'd add a dingy to Aht Urhgan area's now as to be able to be by that fisherman's guild there to sell some of the fish in which windy doesn't take in from buying off of you on there list. I'll "admit" that I have became liking the gardens inside the mog garden after it reached a few ranks up. Yes, i'd like to see a few change's in monstrosity, I've come to accept and the belief that it's never going to happen for monstrosity which is the same belief that I now have for reforged empyrean gears even they they did mention they were going to do it but yet still has never come to pass and yeah sure it's telling a lie when they do stuff like that as well. ;)

DarkBEWD
02-20-2015, 01:00 AM
In a better world, the Devs had the idea to pretty up and expand the Feretory into a proper monster paradise island complete with suitable NPC companions and fun recreational activities for monsters to enjoy. Along with finishing all of the other Monstrosity related things they were supposed to be working on.

Mitruya
02-21-2015, 12:00 AM
Well they are some-what connected even if on a small margin, connected by this type of seed: Golden Seed Pouch in the Furrows which actually does allow you to have a newer version of a Mons-pet from the mons-cluster's you get from it and the other two types of fertilizers for the logging trees & the mining of a vane that allows 2 more {Mons} types after certain pre-objective's are met into them being able to be usable for gaining those types of pets for monstrosity.
Yes, I know.


Also one Monster Rearing pet lets you have more C-P gains if certain Pre-objectives are met into obtaining those pets as well. They also have done something by certain pets raised into adding harder to obtain item's to the Green Thumb Moogles shop for purchase such as imperial tea leaves and I get that your not a crafter as well as you'd rather spend your gil's on those items rather then save'em up on obtained ingredients for free and craft them for no Gil's spent at all? I'm also gathering that you've played Farmville or still are playing farmville and don't care to play that game while I for one have never played that game and never intend too in fact I've avoided all of those farmville requests like a plague from Facebook friend's listed them in demand's wanting me to play the famville, farmville II, etc. on a game of which they are playing.
Yes, I know about the white rabbit cheer for CP. No, I have never played Farmville, I was just making a crack on the whole system to show my annoyance at SE's priorities.


Anyways i'll let you look over these two web pages on results and let you decide from there: http://wiki.ffxiclopedia.org/wiki/Garden_Furrow results of odd items such as scroll's obtianed from seed's and is also good to note some seed's will result in fiends showing up over your furrow such as a ghost: planted buffalo meat and and Aht Urgan Ameretat: Planted Ameretat Vine. Something you could do if you never plan to use the furrows and just look at it.
For Monster rearing besides the raising em up fact, Look mainly under cheer bonus and moogle shop sections of the Rewards section on this page before finalizing your decision: http://wiki.ffxiclopedia.org/wiki/Monster_Rearing and only then after this can you come back at me with your: What part of mog garden's that I really hate very much don't you understand? :cool:

Few other reason's I now like the mog garden compared to before. #1. I can store my item's on the porter moogle inside of the mog garden. #2. I can look my Mog House fully in the same place as the porter moogle and if needed I'll take an item from my mh and put it on the storage slip all in the same place. #3. I can Buy & Sell item's right there on the spot to the Green Thumb Moogle, so this is a gil makers method, if I don't want anything the mog gardens have given me, I'll just sell it right there on the spot to the moogle without leaving the gardens and only exception I might make to exiting the mog garden providing I have enough room to carry all of the items out given by a pond dredger or Coastal Fishing Net's Fish item's is first making sure i'm in windy by the Fisherman's guild then selling them for more gil's then I would of obtained from selling em to the green thumb moogle provided they are the certain fish on the fisherman's guilds List to buy them from you. I surely wish they'd add a dingy to Aht Urhgan area's now as to be able to be by that fisherman's guild there to sell some of the fish in which windy doesn't take in from buying off of you on there list. I'll "admit" that I have became liking the gardens inside the mog garden after it reached a few ranks up. Yes, i'd like to see a few change's in monstrosity, I've come to accept and the belief that it's never going to happen for monstrosity which is the same belief that I now have for reforged empyrean gears even they they did mention they were going to do it but yet still has never come to pass and yeah sure it's telling a lie when they do stuff like that as well. ;)
While I appreciate your information, I know how the Mog Garden works and I do use mine. I don't hate it. What I DO hate however is the fact that players have asked and asked and asked for SE to give us the Monstrosity content they promised. Instead they focus on stuff that no one really cares about. Sure, you like Mog Gardens, people use it, but really, why is SE wasting so much time focusing on it instead of bringing us some meaty content (including more Monstrosity goodies)?

Gameesh
02-28-2015, 01:23 AM
SE is finally giving us reforged Empyrean armor next update.
How is that related to Monstrosity? Only in a very small, subtle way:
Even if content was promised ages ago, they'll eventually work on it and release it into Vana'diel.
Here's hoping the same will happen with Monstrosity...

Urat
08-13-2015, 05:35 AM
There should just be RoE objectives in monstrosity that give perma CAP bonuses, akin to the reive RoE objectives.

Every monster you get to lv 50 gives perma +2% CP rate or something. Capping everything out should in the end get the player another 100% CP rate total.

Basically, beating Monstrosity should give a 100% CP bonus.

LCofPandy
08-15-2015, 08:49 PM
Got my hopes up that SE might have said something about Monstrosity and its return. I think it's safe to say this content is dead and there will be no further implementations to it. Really sucks, I so wanted to play as a hydra =,(

Demonjustin
08-24-2015, 08:20 AM
This, is largely why I stopped playing the game. I had something happen that made the game hard for me to play, but I still enjoyed Monst. Monst died, so my want to play died along with it.

Krysten
09-11-2015, 10:39 AM
DEar SE, i know the guys in change mon jumped ship but could you please finish this content before the end? at least give us beastmen and party mode, thats doable isnt it?? i mean some other people can finish it i know you got talent team still.

alot of us still love it.

dasva
09-12-2015, 01:34 PM
Yeah where's the content on it that was promised what 3 years ago? Seriously if you had put the effort that you did into the Farmville monster raising you did into this it would've done a much better job of keeping people playing for the same effort

Demonjustin
09-21-2015, 03:53 PM
Yeah where's the content on it that was promised what 3 years ago? Seriously if you had put the effort that you did into the Farmville monster raising you did into this it would've done a much better job of keeping people playing for the same effort

100% Agreed!

Moppet
09-26-2015, 03:03 AM
I really hope Monstrosity gets at least one pass-over before development halts. :(

Gameesh
09-27-2015, 06:52 AM
I really hope Monstrosity gets at least one pass-over before development halts. :(

Same...
Because of the recent double exp campaigns I'm getting pretty close to having all tier III instincts.
I'd love to collect more, but for that we need more monsters SE.

You have the models and animations.
The only work that needs to be done (and correct me if I'm wrong) is:

1) Create instinct data
2) Implement / map the evolution route for each family
3) Give all monsters a job (combination)

That's all it is right? Unless I'm missing something.
This doesn't seem like content that would require a lot of manpower.
Have one or two people work on it for a few weeks and we can have all the monsters in the bestiary playable...

Vanfrano
10-31-2015, 03:22 AM
Please update Monstrosity one last time before all is said and done, at least add the missing species :(

Krysten
11-04-2015, 05:50 PM
if nothing else give us bstmen and party mode!!

Enochroot
11-05-2015, 06:46 AM
Nothing mentioned in the November update notes. SE, I am disappoint.

dasva
11-06-2015, 06:29 AM
Game ending and still not any mention of the things we were told we'd get for it when it was first released... with such a complete disregard to monstrosity I'm really curious how it ever got made in the first place let alone had more monsters and rewards added

Valdrake
11-20-2015, 11:48 AM
I'm going to make a safe guess and say that this is something they've been ignoring? Its sad i actually enjoy it would love to see some of the New SoA NM's into it :( like the Bird. or even the regular mobs.

Karbuncle
11-20-2015, 02:06 PM
The call to "end" the game probably threw a wrench in Monstrosity is how I gather it.

They likely intended to release more of it but had to put it on the back burner once they started on Rhapsodies.

I like to think maybe now that there are no more "Major" updates they'll start giving us some Monstrosity patches here or there, but I won't be holding my breath.

YosemiteYogorockBlondelle
11-21-2015, 12:19 PM
The call to "end" the game probably threw a wrench in Monstrosity is how I gather it.

They likely intended to release more of it but had to put it on the back burner once they started on Rhapsodies.

I like to think maybe now that there are no more "Major" updates they'll start giving us some Monstrosity patches here or there, but I won't be holding my breath.

I was sure they mentioned something about doing something to monstrosity with putting a rank 7, possibly it's final rank to monster rearing or trying to tie those two together in some way carrying it back over to Monstrosity from there after rank 7/final rank of monster rearing. Let me know if you think I'm wrong about this?, thanks!

Grekumah
12-05-2015, 04:54 AM
Hello, everyone.

I realize that everyone has been waiting on a response for quite some time now in regards to the status of monstrosity, and I would like to give you an update on the status of this as well as the development team.

The development team has been reorganized, and the team is more compact than before. Each development or adjustment task was given a priority, and the development team will be handling assignments in order of priority. With that said, there is content that can be worked on and that which cannot. Currently, the priority of monstrosity is very low, and there is a very low possibility that this content will receive adjustments or updates in the future. We appreciate your understanding.

vienne
12-05-2015, 05:34 AM
although this is sad news, I'm very happy we finally got an answer :)
(Lets all just keep on whining bout monstrosity so it moves up the list :D )

Enochroot
12-05-2015, 05:49 AM
https://theofficesportsguy.files.wordpress.com/2015/07/7c687debe61f4b5aca1f1465811bbd05.jpg

Angemon
12-05-2015, 07:16 AM
RIP Monstrosity :(

Karbuncle
12-05-2015, 03:10 PM
That's a little sad, to be honest. Now that major patches have ceased I was kind of hoping some time would be devoted to Monstrosity and other smaller activities that were really great ideas that didn't get fleshed out.

Its not unpopular because its a bad idea, its unpopular because no one wants content with no goal. I love Monstrosity, but even I don't want to chase level 75 crap thats not even good for Lockstyle. Instead of giving those Charm things to "Monster Rearing", they should have been unlocked in Monstrosity.

Seriously, how cool would that have been? An actual goal!

YosemiteYogorockBlondelle
12-06-2015, 02:42 AM
RIP Monstrosity :( well I hope not entirely, still has unfinished type>family Listed button's just sitting there untouched and grayed out.


Hello, everyone.

I realize that everyone has been waiting on a response for quite some time now in regards to the status of monstrosity, and I would like to give you an update on the status of this as well as the development team.

The development team has been reorganized, and the team is more compact than before. Each development or adjustment task was given a priority, and the development team will be handling assignments in order of priority. With that said, there is content that can be worked on and that which cannot. Currently, the priority of monstrosity is very low, and there is a very low possibility that this content will receive adjustments or updates in the future. We appreciate your understanding.

LoL loving this funny Dumb and Dumber Movie pic Quoted reply to Grekumah's post above! ;-)
I see the trying to be funny and give you 110% thumbs up Enochroot! :D What do you think of his trying to be funny, Funny Grekuman? ;-)


https://theofficesportsguy.files.wordpress.com/2015/07/7c687debe61f4b5aca1f1465811bbd05.jpg

Well "Grekumah" the problem that remains is there still are "Buttons" that are "Grayed Out" for the family types listed but no playable monsters to/behind those family categories buttons listed you can find them by doing this:
........ Click on "Customization" >next> Click on "Faculties" >next> Click on an "Empty Equipping Square Box" >next> Click on "Type >" which will bring up the whole list of buttons that i'm referring to in which where put into the game but remained untouched or category buttons were done but not having anything behind it for them to even be staying there showing up.

My question Grekumah to you is that do you agree one of the 2 following should be done to remedy it?:
............1. Have those grayed out categorizational families of the buttons with no implemented monsters to those buttons created into the game to be removed which i'm I would be sure that could be considered more of a minor adjustment then what i'll menton into number 2. below with the very limited compact crews available??

:confused: -OR- :rolleyes:

...........2. Give those grayed out buttons of family type categories with no playable monster's behind them at Least one monster to become opened up under one of each category listed as to be giving a reason those buttons are just there with no purpose?? <-I dont see No.2 as the likely possible route happening since there discontinuing monstity as fars we know it as is thus far ... well, currently everyone seems to think so at this point in time.

bungiefanNA
12-06-2015, 08:45 AM
That's a little sad, to be honest. Now that major patches have ceased I was kind of hoping some time would be devoted to Monstrosity and other smaller activities that were really great ideas that didn't get fleshed out.

Its not unpopular because its a bad idea, its unpopular because no one wants content with no goal. I love Monstrosity, but even I don't want to chase level 75 crap thats not even good for Lockstyle. Instead of giving those Charm things to "Monster Rearing", they should have been unlocked in Monstrosity.

Seriously, how cool would that have been? An actual goal!

The logic is easy to get why they likely wouldn't update Monstrosity. It requires additional assets to be created from the devkits, the icons for the equippable instincts. They have to add more to the client than just text. We have ciphers that were added that haven't been unlocked yet, which were probably planning for a future event or login campaign. If something requires additional client-side assets that are more than just text, it's probably not going to be done at this point.

dasva
12-08-2015, 05:25 AM
The logic is easy to get why they likely wouldn't update Monstrosity. It requires additional assets to be created from the devkits, the icons for the equippable instincts. They have to add more to the client than just text. We have ciphers that were added that haven't been unlocked yet, which were probably planning for a future event or login campaign. If something requires additional client-side assets that are more than just text, it's probably not going to be done at this point.

Didn't they add a bunch of those that never got implemented though? I seem to remember seeing a bunch with no stats the last few updates of monstrosity in the datmines

Sp1cyryan
12-08-2015, 05:56 PM
Hello, everyone.

I realize that everyone has been waiting on a response for quite some time now in regards to the status of monstrosity, and I would like to give you an update on the status of this as well as the development team.

The development team has been reorganized, and the team is more compact than before. Each development or adjustment task was given a priority, and the development team will be handling assignments in order of priority. With that said, there is content that can be worked on and that which cannot. Currently, the priority of monstrosity is very low, and there is a very low possibility that this content will receive adjustments or updates in the future. We appreciate your understanding.

Pretty unacceptable.

Why did the devs waste their time implementing half a system?

Karbuncle
12-09-2015, 01:54 PM
The logic is easy to get why they likely wouldn't update Monstrosity. It requires additional assets to be created from the devkits, the icons for the equippable instincts. They have to add more to the client than just text. We have ciphers that were added that haven't been unlocked yet, which were probably planning for a future event or login campaign. If something requires additional client-side assets that are more than just text, it's probably not going to be done at this point.

Not that I disagree that it wouldn't be "Easy" to add more stuff to Monstrosity, but it certainly wouldn't be that hard.

And frankly, why the frick even bother putting it in the game if its too much of a hassle to add more to it?

So, the logic still escapes me, they took the effort to make this system, update it a few times, add some mediocre rewards, all of which is something I imagine was not at all easy, and then just left the rest on the cutting room floor and decided to cease updating it entirely. Part of it may have been the decision to "end" major updates and finishing Rhapsodies, but now that thats over, it just seems odd this is still going to lay dead.

So, yah, I know there isn't some miracle quick fix, but I also can't imagine its so hard that it couldn't get a bone here or there every few updates, even if its just the party-system they planned on years ago.

Kjara
01-18-2016, 12:47 AM
I really hope with this new year Monstrosity receives some Dev attention again. Access to more areas and more species (Alicorn, pleeease!) would be very welcome by now.

Freebytes
03-22-2016, 08:22 AM
I would like to see real PvP in monstrosity. Capping the pvp at levels 30, 60, and 90 was the worst decision they made.

YosemiteYogorockBlondelle
03-22-2016, 03:57 PM
Monstrosity PvP

I would like to see real PvP in monstrosity. Capping the pvp at levels 30, 60, and 90 was the worst decision they made.

Agreed, Freebytes! ;-) Hey buddy, Nice to notice you're jumping on to the band-wagon forums too. :-)

Tassidaru
05-22-2016, 08:22 PM
So, is there any plans of expanding Monstrosity into SoA and Esha?

Raka
05-25-2016, 04:28 PM
I'd be happy seeing 1-2 MON added/month.
As well as a free-for-all PvP mode in Valkurm Dunes for Gladiators/Monipulators(Gladiators vs Gladiators vs Monipulators vs Monipulators).
Who wouldn't enjoy seeing a massacre in the most memorable zone of death? c.c;

Sicycre
05-27-2016, 02:44 AM
Hello everyone,

We understand that there have been many comments regarding Monstrosity coming from you all, and while we appreciate the feedback, there are currently no plans to expand or make additions to this content.

Immortta
05-27-2016, 06:39 AM
why they do this :(((

Jile
05-27-2016, 06:47 AM
Hello everyone,

We understand that there have been many comments regarding Monstrosity coming from you all, and while we appreciate the feedback, there are currently no plans to expand or make additions to this content.

After 49 pages - clearly showing SE that there is a lot of interest in Monstrosity getting more attention - this answer is disheartening.

Urmom
05-28-2016, 12:41 AM
I really don't get why you put it in the game if you never wanted to finish it even when the players wanted it.

Limecat
05-28-2016, 03:34 AM
Any chance of making the DQ slime souls available?

Catmato
05-28-2016, 03:35 AM
I really don't get why you put it in the game if you never wanted to finish it even when the players wanted it.

When it was implemented, I'm sure they had plans to finish it, but the development team was downsized and it was put on the back burner. Maybe some day they'll get back to it. Also, I don't remember anyone asking for it or even claiming it was a good idea when it was announced.

Urmom
05-28-2016, 06:03 AM
When it was implemented, I'm sure they had plans to finish it, but the development team was downsized and it was put on the back burner. Maybe some day they'll get back to it. Also, I don't remember anyone asking for it or even claiming it was a good idea when it was announced.

At the time no but certainly been a lot more support for it then a lot of other random stuff that was adding *cough* monster rearing *cough*. Makes it seem like a case of people doing their pet projects

Zeldar
05-29-2016, 04:51 PM
"Hey guys, please give us some monstrosity feedback ! Oh wait, the feedback is that you want us to keep it alive??? We were hoping you'd say it sucked so we can get rid of it ! Well damn......." Thats how I read this thread

Helldemon
06-02-2016, 01:44 AM
Don't understand why they can't finish when they were able to finish monster rearing which is basically monstrosity but w/o the fun. They could even add a memento type system once you hit 99 on each type of monster.

Zeldar
06-02-2016, 03:24 AM
I thought the plan with monster rearing was to be able to use the monsters you raised in monstrosity.

Kjara
08-13-2016, 11:56 PM
Hello everyone,

We understand that there have been many comments regarding Monstrosity coming from you all, and while we appreciate the feedback, there are currently no plans to expand or make additions to this content.

*looks at the official website, and sighs longingly*

http://cdn.guildwork.net/albums/images/57af34c722c3924b24022294.jpg

Selindrile
08-14-2016, 02:32 AM
Yeah, it sucks when they cancel plans, but at the same time, this is the reason they often don't tell us their plans, people griping when they decide to change direction, trust me, I'd love for them to finish the new UI that was in the works, Monstrosity was neat for a minute, but ultimately a very small percent of the population used it because there was no real reward that affected the rest of the game. (the gear from it was mostly terrible, and rewarded to player side only, to boot)

Urmom
08-17-2016, 02:20 AM
Well ya know adding a reward wouldn't have been too hard. Could've easily tack on the cheer thing instead of adding monster rearing and putting it on that....

Redler
09-15-2016, 05:08 AM
So, I bought another month of game time just so I could come back and play in Monstrosity.

It really feels like it's one of the best designed modes in this game, just that it wasn't allowed to totally flourish. There's that post above showing all the features that were scheduled to be included, and most people who have played it will likely agree that as we play we can feel the lack of those features. I understand there's not time or manpower to make every last wishlist item a reality, but I feel like there's two big things that could enliven this battle system.

The first is the matter of rewards. This is probably the most common complaint to those who either looked at Monstrosity and didn't start it, or started it but quit early on. Records of Eminence added an avenue of rewards for Monstrosity that won't be so easily outdated as gear can be. As it is, there are many Records of Eminence quests that *do* work in Monstrosity. Area killing, damage, healing, etc, and even the Monstrosity-specific killing ones. I feel as though The Monstrosity-specific ones could be an easy way to make this mode more "rewarding" to players, as Sparks and Copper Vouchers are always nice to have, and already exist in the game.

As it is, the non-unity Monstrosity killing RoE takes 100 kills while in Monstrosity to get 1000 sparks and 100 accolades, no items, and is repeatable. I feel tweaking the numbers on this single RoE could easily turn Monstrosity into a much more attractive activity.

Obviously, doing something like /1/ kill while in Monstrosity giving 1000 sparks and 100 accolades would be over-the-top excessive, while what it is now is not enough to attract much of the playerbase... So, to me, that says there must be some middle ground, (perhaps involving Copper Vouchers), that these numbers could be on that are attractive while not excessive. And hopefully this would take /very/ little development work, just a tweaking of numbers.

Or perhaps the shared unity Monstrosity kill RoE could be turned into a /standard/ daily.

I know focusing a battle system's rewards on something general like Sparks or Accolades or Copper Vouchers somewhat dilutes the overall theme of the battle system, but I feel it would be the best way to attract new blood into the activity, by giving them something they can immediately use in whatever other form they need it to be.

The second most important thing I think Monstrosity needs, is the ability to play co-operatively as Monipulators. Even if it's just in the non-Belligerency areas, and even if it's only capped at two people per party, the stark difference between playing entirely solo and playing with another person both has a social draw to it (in the form of sharing experience, and I don't just mean sharing EXP) as well as mechanically more fun, by paring up say, a WHM mob and a WAR mob, or a NIN mob and a BRD mob. I know it would be a lot easier to persuade someone to join me in playing as a monster if I actually got to play /with/ them, as a party.

For the other points... I realize that having Monipulator vs Monipulator combat and Monstrosity-based Quests would be interesting, but I don't think they would get as much player interest for the dev time put into them. And as much as I would like more species (we're still missing Seiryu!), having them just sit there in a battle system so much of the population skips over wouldn't be as good a use of resources.

So, to summarize:
1. I feel that increasing RoE rewards would make Monstrosity a lot more attractive to players, as Sparks and Vouchers are a very liquid, general reward all players have a use for, as well as hopefully requiring very little investment on the dev's part.
2. Allowing for co-op would draw people in for the social aspect.

From there, the devs could see whether or not there was a enough of an increased interest in Monstrosity to merit further development focus.

Criba
12-24-2016, 09:17 PM
I think monstrosity is great content but almost dead.
1)please let at least 1 monipolatur joins parties in opens area.
2)complete list of species available in monstrosity menu
3)give us an evolith system that allows to put istinct stats ( or at least 5-10% of these specifics stats) on some new equipment via synergy system.
Naturally these new equips should be unique and obtainable only through monstrosity.
PLEASE GIVE US A NEW MONSTROSITY EXPERIENCE FOR 2017
Merry christmas all adventurers

Fatty
02-11-2017, 07:26 AM
We want Monstrosity back!!

Raydeus
03-12-2017, 09:00 AM
I know I'm very late to the party on this, but any chance we can get emotes working with our MON's name instead of the player's?

Just compare:
Time Mandragora praises the sun. (Photosynthesis)

With:
Raydeus praises the sun. (Photosynthesis)

It just isn't the same. :(

Urmom
10-11-2017, 02:15 PM
Oh man saw this as a popular thread and thought there was something new and nope... then saw the pic up top and was even more sad. Like even says scheduled features not potential...