Like Inner Horutoto Ruins?
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On the subject of Inner Horutoto Ruins, if you take the southern entrance into the passageway you can actually bypass all the monsters that aggro (goblins and skeletons) to get to Nanaa Mihgo's hideout. I'm sure that factored into their thinking when they first decided to put those monsters there, but it would be nice if they added some sort of NPC/text to the mission so newer players won't feel bamboozled by the level 80+ monsters one-shotting them, especially considering that the northern entrance is closer to the zone's entrance.
Guessing their logic with that one was that by that time you'll be at least level 25 (considering the missions that come before it), and that the first run of that quest requires a WHM and RDM to be tagging along, unless you grab someone with the portal charm already...and they're likely to be able to sneak/invis you just as well.
Not saying it's a good design choice, but I can certainly see SOME logic there, even if it's really...uh, flawed.
You know - whatever their logic is - making all the monsters do not link nor aggro will take care of all these silly arguments. Look, all everyone want to do is kill this easy breezy, get skill ups and some xp, end of story. Making the mob easy, like the one in Zeruhm Mines, would solve all these problems we have been having.
this would be so wonderful, every page a single enemy some camps would then last a bit longer and more places would opening up. please make it happen and add FoV/GoV to all other expansionsQuote:
Well you know what would fix all these?? Simple, just make the "mini atma" boost available to areas outside for FoV. All problems will be solved. Everyone now have tons of choices. Simplify the trial to kill 7 crab instead of 6 crabs + 1 worm.