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  1. #231
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    HNM and NM faculty point bonus needs to transfer to non-belligerency areas or there is no point in exiting belligerency. In fact, there's little point in leaving Buburimu alone, since there's no risk of a level 30 gladiator beating a decent monipulator, and since massacring tons of easy prey in 1-4 hits each amounts to much faster EXP than killing higher level monsters slowly. The lack of faculty point bonuses outside belligerency makes it so that leveling outside Bubu/Xarc/Uleg is even more sluggish.

    Unless you make it so that there's incentive to leave Buburimu (besides boredom), you might as well not add any more areas besides Abdhaljs. Also, with the large number of species, the EXP for each level needs to be reduced starting from level 50 (or even earlier) onwards.
    (1)
    Last edited by Edyth; 11-24-2013 at 02:08 PM.

  2. #232
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    I find it's a bit faster to just ignore nm/hnm points and lvl elsewhere. Most monsters can at least chain 5 on VTs for 1800 xp if they can pick there prey better than those limited 3 zones (demons and undead only are pretty ugg) which is mighty fast lol. Of course if you have more than 9999 infamy you wont get anything so you either bite that bullet or keep siphoning off. Of course since I've bought all instincts and monsters I can awhile that means letting another character kill me to build their prestige... but if they I don't go to 20k there wont be a chance to get alloy tonic+1. And the nq are praticaly useless lol. Of course not all monsters can do that. I'm looking at you chigoe <.<.
    (1)

  3. #233
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Maybe it's just because my server is sleepy and I've only been leveling at NA times, but I've been XPing almost only in the NQ/NM/HNM zones. I did 9-32 in Buburimu, went 32-60 in Xarcabard, and now I'm looking at the jump to U.range.

    HNM status is awesome, but if you don't have the instincts to take full advantage of it, there's kind of no reason to push for it and use these zones.
    (2)

  4. #234
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    I have plenty of instincts, more than I can use even with HNM status. My monsters take a devastating drop in power if I drop HNM status.

    If you went all the way to 60 in Xarcabard, I'm sure you haven't tried going back to Buburimu. Xarcabard chains start to die at 51/52, and from then on, the monsters take an eternity (relative to Bubu) to whittle down for the same amount of EXP as a monster that dies in 1-4 hits in Buburimu. Xarc monsers also pile on status effects like they're milk on cereal, and they aggro and link enough to take your HP down. Xarcabard is COMPLETELY pointless at 53+. You can't chain anymore.

    There are brief level ranges where it is better to chain in Xarc/Uleg, but when those chains dry up, it's back to Buburimu. Other HNMs on my server are catching on too, and boy, is Buburimu getting old here on Quetz.

    Buburimu tip: it's the Mighoya Dunes and Kibubu Lighthouse parts of the zone that make most of monstrosity's EXP options a waste of time.
    (0)
    Last edited by Edyth; 11-25-2013 at 01:30 AM.

  5. #235
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    They really just need to lift the 10k infamy cap on non belligerancy zones. And add zones for all mob sizes that have mobs over lvl 100. Going from 60k+ xp an hour to like 10-30k just so I can keep getting infamy or because everything is too low of a level is kinda fail.
    (3)
    Last edited by dasva; 11-25-2013 at 05:10 AM.

  6. #236
    Player Themailman's Avatar
    Join Date
    Jul 2011
    Posts
    16
    Character
    Themailman
    World
    Bismarck
    Main Class
    PLD Lv 99

    XP raise for Monstrosity permanent

    I got spoiled......I started this 2 weeks ago during the event celebration. Being my first time I didn't realize double xp was applied. I was having a blast and I still am!!.....but xp shrunk bad on 25th.I agree with others if we got to use infamy to get xp bonus, or just have it permanent for Monstrosity. My 2 kids have their own character on separate accounts and they love this cause it's a lot like pokemon, the FFXI version, but son got kinda discouraged when he noticed the xp drop too. I'm not even close to unlocking all monster, but i'd love to have the chance to be an Imp, or Demon and my kids liked having elementals in Pankration. I'd die if I got to be Vrtra!! So while I dream of those, it'd be cool to be any mob in game, even if we earn no instinct from them, just so we could have fun with them all. Gotta "catch" them all! Thanks SE for a really great event!.Feels like the old days lvling low jobs to 99 w/o doing abyssea!
    (2)

  7. #237
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    So far as the PvP aspect in this event goes, while it is fun and can be very enjoyable I think there should be some way to penalize people for taking advantage of monsters. What I mean is that I can often find myself leveling in an area such as Uleg as low as 53, yet players at level 90 not only can attack me, with a 37 level gap, but can also attack at the most opportunistic of times, such as when my HP is low, say, 10%, and I am recovering from a battle, some players will swoop in and kill me while I can do nothing about it. These two things make it very annoying, either one can lead to a swift defeat that is unavoidable unless you run, and that in itself is a problem, running from a battle is far to easy, same with abusing monsters being able to heal. Sleeping your enemy and walking away a few steps can allow your auto-regen to kick in and heal you a great deal, while players have no such ability.

    I have been Ambushed with a large level gap 3 times, 2 times I had the luck of fighting someone who was understanding, and left me alone because it was unfair, I have had 3 encounters with people who were waiting for my HP to be low, 2 of which, I pulled through and won with strategy and skill, as well as the fact I was on monsters which were RDMs, allowing me a great deal of power, but the 3rd, I was on a WAR, at 10% HP I had no hope of winning, and died quickly. I understand fixing some of these will be difficult, but I just want to point them out because together they do hurt the amount of fun that can be had with the event.

    The last issue is the prices of items bought with Prestige should be drastically lowered. Monsters are so strong that it is nearly impossible to kill 1 solo at the same level as you are, the maximum gain possible is 10,000 Prestige, that's if you beat a HNM with capped Infamy, a task that is never easy, if you fight them with a full Alliance you get only around 500 Infamy, 50 kills of capped Infamy HNMs to get enough for the base piece alone! The need to get just 25,000 for a piece of gear, and then so much more for a capped piece of gear, let alone letting it evolve into something better, and then upgrading that, its just not really fair. This content needs to last a while, and trust me, its working, many people enjoy it, and its what I myself spend the majority of my time doing even, but the PvP aspect just isn't rewarding to me. This one, is easy to fix, but its more a matter of how you wish to fix it, the new prices you set, the ideal amounts needed to upgrade, and so on. If you make the prices this high, no one will do it unless they abuse it, simply because otherwise, its far to slow, to tedious, who would bother with such a thing?
    (1)

  8. #238
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Tanama View Post
    2. If Kuftal Tunnel is added, set one of the spawn points behind the moving rock so that we can access the higher level monsters at any time of the day.
    This can be problematic, I hate the idea of getting stuck back there at level 60 and having to die till I don't get popped back there, at the same time, its not a fun idea to have to die repeatedly at a higher level to get that pop spot either, just so I can level up in the zone.

    Quote Originally Posted by Edyth View Post
    Gestation Duration:
    Gestation limitation is very important in PvP; otherwise, players could just stay invisible and stalk a a monipulator until it is down to a sliver of health from fighting normal monsters, and then they drop gestation and kill the monipulator in one nuke. Therefore, I support the developers' stance on this as well. Also, Babekeke, when traveling long distances, you can log out and log back in to reobain gestation. Not a practical strategy to use to stalk people, but it's a great way to get across Uleg in less than 30 minutes when playing as a slow monipulator.
    This really does not work. I can go out on RDM/SCH and Invisible/Sneak myself as soon as I pop, find a monster, and follow them. Nothing is different than my movement speed during this, I can still be targeted just like under Gestation, I can still attack, and I can still take advantage of monsters. I do not do this, but I know its possible, and has happened to me, limiting it sounds good for balance but its just as bad as it is good. I often level in Uleg at around level 53, I can fight the monsters at the entrance, nothing else, however of the 5~ish spots I can pop, only 2 can get me there before it wears, there is a 3rd, but I have to fight the Bats in the caves, which are a pain, and the last 2 are on the other side of the zone, with no hope of getting there in time, not even close. So it really limits a monster's ability to do things, and gives next to no real benefit, in my opinion.
    (2)

  9. #239
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Demon6324236 View Post
    This really does not work. I can go out on RDM/SCH and Invisible/Sneak myself as soon as I pop, find a monster, and follow them. Nothing is different than my movement speed during this, I can still be targeted just like under Gestation, I can still attack, and I can still take advantage of monsters. I do not do this, but I know its possible, and has happened to me, limiting it sounds good for balance but its just as bad as it is good. I often level in Uleg at around level 53, I can fight the monsters at the entrance, nothing else, however of the 5~ish spots I can pop, only 2 can get me there before it wears, there is a 3rd, but I have to fight the Bats in the caves, which are a pain, and the last 2 are on the other side of the zone, with no hope of getting there in time, not even close. So it really limits a monster's ability to do things, and gives next to no real benefit, in my opinion.
    Precisely.

    I knew about the logging off trick since before PvP was released as it was the only way to get through some areas of crawler's nest and toraimorai canal, which were among my favourite levelling spots, when on a job with no sneak/invis.

    I'm not asking for the same 18 hour gestation as was given for non-pvp zones (and tbh 18 hours seems a little over-kill anyway) but just 5 mins would be far more beneficial.

    In Uleg if you're on a lvl 50 job on a slow moving mob like adamantoise or marid, you are pretty much limited to just 1 spawn point to get to camp without having to fight anything or weave your way around the mobs. And Marid is war/war only >.>
    (0)

  10. #240
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Could we have monipulators' species-based elemental weaknesses (represented by a negative number) and resistances reflected in the status screen? It would be nice to have this information. Perhaps we'll learn some weaknesses are worth compensating for using instincts if the negative value is low enough.
    (1)

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