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  1. #1
    Player
    Join Date
    May 2024
    Posts
    386

    Suggestions to improve Limbus

    1. Add a warp all party to next floor option like in Omen, every party member should not have to personally move to the next floor. This makes the content more annoying (especially for people with multiple accounts) with constantly having to keep climbing. If this isn't possible, maybe add a temp item that when used warps you to the next floor or entrance if at the last)

    2. Make matter drops a bit higher to 60%-70%, the number of these needed is very high. Even for earrings. At the very least consider making the drop rates higher for the first 10-15 and then slowly reduce it, so players don't turn off straight away due to low drop rates.

    3. Lucky chest should change when the player zones, this way if the player does not know the lucky chest system exists and opens the same chest every time they enter due to habit they can still get a lucky chest.

    4. Lower the number of monsters (especially in Apollyon), space them out more and increase the number of trusts by +1, there is really no need for the amount of monsters there are. People just aggro and train them all anyway (cause they cba to sneak and invisible) and run to the end and sleep them all, (and then when they do that they are all Ilev 130 so casual / solo players can't claim them from the group anyway). Having 50 monsters in the area, when people just train 25 of them negates the point of having so many monsters people can "share".

    5. Increase the amount of capacity points / job points they give, to reward casual / solo players more for doing it. Then instead of wasting time, they feel they are working on job points as opposed to killing lower apex.

    6. Add the RSE 119 sets to this content when it's not part of the Mysterious Happenings, purchasable from the NPC with temenos / apollyon units (3k units per piece).

    7. Add an RoE objective for killing 50 monsters while in a party (maybe for a silver voucher, or maybe a matter), this gently encourages players to group up here more.

    8. Add ascended monsters (like in Reinsenjima / escha) that can spawn after a previous monster dies. That give a large amount of points to make the climbs faster if you get one (1 ascended monster death = 80% bar fill).
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    Last edited by radar; 08-07-2026 at 05:36 PM.

  2. #2
    Player Voidstorm's Avatar
    Join Date
    Apr 2015
    Posts
    558
    Character
    Voidstorm
    World
    Ragnarok
    Main Class
    SCH Lv 99
    3. NO! that would lower the rate of Lucky considerably.
    at least with current there's guaranteed pity lucky after 3 unlucky chests if you keep a log of where you've checked since last lucky.


    5. Instead repeat the Abyssea mechanic. That way capacity points / exemplar points / progress bar are not based on party size.


    6. that would delete the reason to do the old content entirely. AND would delete a sizable way SE removes gil from the economy. Downsides from SE's perspective are too great.

    8. would need to add a mollifier as well for those who don't want to be fighting randomly much harder enemies.
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  3. #3
    Player
    Join Date
    May 2024
    Posts
    386
    It might also be a good idea to add back the removed Temenos areas, purely for capacity point farming. The ability to set the level of monsters and not have to go camp apex makes it a nice spot.

    Players aggroing everything to train it to the end is the problem, players that currently want to do this have to pick things like dolls that don't aggro and so can be pulled away enmasse.
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  4. #4
    Player Voidstorm's Avatar
    Join Date
    Apr 2015
    Posts
    558
    Character
    Voidstorm
    World
    Ragnarok
    Main Class
    SCH Lv 99
    Quote Originally Posted by radar View Post
    It might also be a good idea to add back the removed Temenos areas, purely for capacity point farming. The ability to set the level of monsters and not have to go camp apex makes it a nice spot.

    Players aggroing everything to train it to the end is the problem, players that currently want to do this have to pick things like dolls that don't aggro and so can be pulled away enmasse.
    https://forum.square-enix.com/ffxi/t...Version-Update
    The following adjustments have been made to Limbus.
    • When a monster is outside its spawn radius and is not currently engaged in battle, it will no longer detect players until it has returned to its spawn radius.。
      Note that monsters of the same type can link with other monsters outside their spawn radius.
    Looks like SE has you covered on the second thing.
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