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  1. #10
    Player Anewie's Avatar
    Join Date
    Mar 2011
    Posts
    222
    Character
    Pigmoa
    World
    Asura
    Main Class
    WAR Lv 1
    Quote Originally Posted by Koren View Post
    Are you suggesting a new system in place or saying you'd prefer going back to low droprates we can do nothing about except throw the dice over and over? Granted VW appears to be the second choice anyway, but both Abyssea and Dynamis proc systems are beneficial.

    When the proc system was first introduced, we all loved it. We had a method to increase our drops under our own control for once and it brought jobs that were once unneeded back into a group setting. But as we got used to the system, figured out its pattern and got stronger the thinking changed from "proccing increases drops" to "not proccing decreases drops".

    I agree that for many of us the problem isn't killing a NM or random mob, it's killing a mob before getting it to proc, and in some cases having the job there to get the wanted proc.

    A lot of people will probably come here and agree to get rid of the proc system because it's annoying or makes them have to slow down. They say that in the belief that the drops should stay at the high drop level without having to do anything extra.

    I prefer to keep the proc system provided we are in turn rewarded from the extra effort i.e. not VW. In abyssea we can spend about 2x the time on a particular fight to get 3-4x the drops. Dynamis we can get 3-4 coins to drop per fight rather than just 1 every 4-5 fights. That's not saying proccing doesn't have its flaws. Indeed many of us can just charge through a fight easily and proccing does slow us down as we try to find what works. It makes us pick certain jobs just for the purpose of getting procs ignoring any amount of gear or skill, and ignore others because they don't have the abilities we need. If you don't have a proccing job for the fight, you more or less are considered to have wasted your time.

    Personally, I think that the idea of proccing should be focused less on the drops and more on the actions of the fight. A dragon starts flying and you pull it down with Jump or Stone (throw a big rock at it). Keeping Gravity on it may prevent it from flying at all. Casting Water or Ice spells cools it so it cannot breathe fire but casting a Fire based spell or WS may cause it to become more powerful. Slashing WS may give an Attack Down effect on a player (bladed weapon against a hard surface) but blunt WS is unaffected. Ranged attacks may cause less enmity, but a Skillchain could put the closing player at the top of the hate list. Things like that. If your group is unable to kill it normally, there are methods to weaken it. If your group can, well they don't need to waste their time.

    I'm not sure about how to deal with drops themselves. Trading more items at once for a harder fight like with a few fights in Sea. Having special items only for the purpose of increasing drops like in VW in theory. Things like moon phase or day would just create bottlenecks with everyone there at the same time.
    I meant, Please do not add a PROC SYSTEM to events in the future, if its in regards to endgame content. It's fine in abyssea, I actually like it there, and although it's annoying as HECK in voidwatch, I can tolerate that too. As for dynamis.. No comment...

    But please no more proc systems for new endgame events. I myself, do not wanna see proc systems in dungeon crawling, the last stand or any toau revamp. This includes einherjar and salvage revamps obviously (OMG THAT WOULD BE ANNOYING)
    (2)
    Last edited by Anewie; 01-07-2012 at 06:10 AM.