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View Full Version : Why weren't mob parties utilized more?



Elexia
04-29-2011, 10:03 AM
I'm not sure about WoTG as I never partied there, but I noticed there haven't really been monster parties since the Goblin Freelance and some Fomor from CoP era. Aside obviously being utilized in FFXIV, I always thought it would have been fun to fight and see more monster parties like that.

Novax
04-29-2011, 10:53 AM
The problem is when monsters/beastmen team up, they're insanely jealous so when one of them wants to make an emp weapon by killing some players over and over the others are like "Nah bro" and leave.

Denabond
04-29-2011, 12:07 PM
Thing is with monster parties is that (unless they are immune to sleep) they aren't that had to take out due to just sleepga > takeing them out one at a time. You can also say that linking monster that clump up are in a pt kinda. This is usually true when it comes to dungeons.

Myrrh
04-29-2011, 04:48 PM
Mob Parties aren't utilized more because the PLDs and PUPs wouldn't get invited to them and would come here to complain about it. Then demand Job fixes so they would be invited to more Pts.

Karinya_of_Carbuncle
04-29-2011, 09:15 PM
Players avoided them, so the devs decided not to make more of the content the players were avoiding.

There wasn't any reward for fighting them and you were guaranteed a link that could be trouble if you had CC resists/break early. (Fomors are dark resistant, too.)

Malamasala
04-30-2011, 02:11 AM
I think the main issue is that when they are a group it is much more damage taken involved, but the reward rate of exp is not higher because the monsters still take a while to kill. Had there been a group of DC x 4 monsters, netting 200 exp per kill, I'm sure it would have been the new cool thing.

IT x 4 would also work, assuming they are incredibly weak and can't even kill a BLM that is afk (but pulled hate by sitting). Their HP would also need to be one-shottable almost.

Eadieni
04-30-2011, 04:06 AM
Well encounters like that worked in Everquest II, they handled it by making the encounter mobs weaker than normal mobs, but still give regular exp and even an EXP bonus at the end for defeating the entire encounter.

Like, they all con as IT, but they are actually as hard as Toughs, come in a group of 3-4, give 200 a kill (as Mala suggested) and an additional 100 when the last one dies.

Glamdring
04-30-2011, 04:19 AM
As XP isn't as much of a reward as it used to be, I think you need a drop-one that only comes when you defeat the group. Or at least make the mob's REGULAR drop much more common from the partied mobs. Also, only beastmen/undead really party, i.e. something that is (or at least was) once intelligent.

Seriha
04-30-2011, 05:31 AM
In general, we're built more for 1-on-1 combat. It wasn't until recently that we actually got some decent AoE WS, but once you take away the Atma and other buffs they're only a few steps above others in some cases. So, really, players would number of more AoE attacks and abilities while damage mitigation and hate generation/maintenance would also need some tweaks. Mob AI would also need some love, maybe giving THF types a predisposition to try and SA healers and such.

The few instances where have been able to cut loose like in the Blitzkrieg assault have been fun, but when you start getting into BCs where the strategies start looking like "Bring BLM for ES Sleepga II, kill one, wipe, repeat" if that would even work, then I'll just say the fights aren't likely balanced too well.