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  1. #24
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Kojo View Post
    I'm not sure why anyone thought it'd be a good idea to put level 100+ mobs right outside of a city, because it isn't. Some people can solo them, some can't, those who can't are stuck paying ridiculous amounts for quest items. Despite at 75 running through Incredibly Tough, aggressive mobs to get to the 3 cities, just outside the city gates were mobs a lv 10 could solo, and they scaled up as you moved further from the city, why not do the same thing in Ceizak and Yahse? Please tell me there are plans to adjust mobs and their levels in these two zones.
    ...No.

    Starting Cities: Mobs 1~8
    Mhaura/Selbina: 15-25
    Jeuno: Mobs 20~40
    Taz/Kaz/Norg: 30-50
    Aht Urghan: 60-85
    Adoulin: 90~99+

    Are you trying to say that we should be reducing all of these mob levels down as well? Adoulin is exactly what it needs to be. If you want to run around surrounded by paper tigers, go back to Abyssea -- Adoulin was specifically designed to be lv. 99 content.

    And frankly, I'm hoping its the first rung of a ladder of increasing difficulty. I've frankly missed being afraid of not having sneak/invis.

    Quote Originally Posted by Brightshadow View Post
    Even though the expansion was created for the new level cap it doesn't mean that they can't add monsters level 75 and higher, heck in TOAU many monsters were decent challenge to Incredibility tough yet level 55+ people were able to do experience parties in the continent and complete many of the assignments with assistance, as of right now the monsters in SOA are only suited for players that are level 99 making the continent useless for anything other than quests and missions; in addition, its very bad to make the content of an expansion only suitable for one level category in my opinion COP had the best progression system for all types of players.
    Except when it is the only category not at all represented within the game.

    I don't know if you've noticed, but there is no other lv. 99-exclusive content in the game (and by that I am referring to zones that represent serious threats to appropriately geared lv. 99 characters). Previously every level cap has had its own levels, but Abyssea -- the last major addition of zones to the game -- stops at level 90. That's why, outside of NMs, the most difficult monsters you find in Abyssea all check DC-EM. There are no level 99+ mobs.

    Adoulin was specifically designed to cater to what is easily the largest demographic of the game: Level 99 players. Almost everyone is level 99, and those who aren't will be within a week of actually trying to be. Even people who solo, of which I have met many, reach level caps, break them, and attain level 99 in a fraction of the time it took us previously. (I'm talking 1.5~2 weeks.) I, alone, have gotten 2 jobs to level 99 this weekend pat, and that brings my total to 5 since Adoulin was released.

    There is no reason to add content for levels under 99 when they are so heavily represented across the board. And infringing on lv. 99 content and forcing people who are actively seeking the challenge and fear of not being able to one shot mobs is asinine. I'm not interested in having lv. 99 mobs pushed off into obscure corners like they are in old zones. Adoulin is lv. 99+ and needs to stay that way.

    The areas outside of Adoulin are designed as EXP'ing areas for level 90+ characters, just like every other hub city is designed for EXP within a 10-15 level range.

    Quote Originally Posted by Brightshadow View Post
    This is exactly what I would like Ulbuka to be adjusted to because when a whole new continent is only made for level 99 players there really is no reason to use the regions for leveling or anything interesting except endgame, if SE really wants to keep the theme of this place is a dangerous jungle then they could add more monsters that have true sight and true sound which I have yet to see *laugh* in the continent. And perhaps change how velkk agro and make them agro by smell we need to actually have a use for Deodorize lol.
    So, to cater to people who CHOOSE to take their time doing something that can be done in a matter of hours, they should make travel and exploration overly tedious for the primary demographic of the game?

    Seriously...

    Quote Originally Posted by Alhanelem View Post
    Well, to be fair, it does seem like (ancestrally, I have no scientific data, just getting that out of the way now) Aoudolin normal monsters are significantly stronger than mobs of the same level in existing areas prior.
    Counter point: Historically content didn't have to be designed to deal with people who readily and commonly wield weapons that occasionally deal double damage, use weapon skills and spells that habitually hit for over 2,000 damage, and brandish gear that does things like convert damage into MP/TP.
    (2)
    Last edited by Horadrim; 04-11-2013 at 04:12 AM.
    Somewhere in space... this could be happening right now.