I'm intrigued by GEO Instinct. Has anyone unlocked this, and can they confirm that it does in fact give 10%HP? I assume that it would have given MP, and that it's possibly a mis-type in the translation.
I'm intrigued by GEO Instinct. Has anyone unlocked this, and can they confirm that it does in fact give 10%HP? I assume that it would have given MP, and that it's possibly a mis-type in the translation.
Its HP. Geo's are known for being close to enemies for their Auras, having high HP/PDT is more part of the job than their MP pools for most of what they're used for... Makes a sense XD. I think.
Why does Cocoon only last 15 seconds? It lasts for 3 minutes when normal crawlers use it, or even 1 minute when a BLU casts it, but it's the only useful move crawlers have, and the short duration has taken even that away.
If a wild crawler spends 100 tp to get a 3 minute cocoon, so should we. A shorter duration for BLU's makes sense as all they need is a handful of mp, but at 100 tp, what use is a 15 second buff you could never hope to use more than 1/5 of the time?
Having stayed in crawler's nest levelling up from 40-62, I can say for certain that when mobs use the move it does not last for 3 mins. At least not with any great regularity. I usually see it wear off after 5-6 hits, so I hold off on using a TP move until I see that I'm hitting for normal amounts again.
Even if it was only 1 minute, it would mean it would actually be good enough to use. Some moves seem well balanced while others are balanced horribly. Cocoon is one of the horrible ones, 15 seconds is bad, very bad, kinda like how some TPs are weaker than others but cost more TP and get learned at later levels. As much as I really do like this event, admittedly, I understand balance is going to be an issue, I mean, you have hundreds of families of mobs, to balance them all perfectly on all of their TP moves can not be expected. The only thing is, some of these mobs should have been easier to spot than others, like this one.
In the end, so far as feedback goes, I think they need to look at buffing moves a little closer, like this one, because they sometimes last to short of a time it seems. Also, some damage moves need to have a look taken at them as well, some are much to weak for their level, and are worse in every way than ones that have come before it seems. If these two issues are fixed with TP based attacks though, I think balance for simply playing as a monster, would be fine.
Here's another suggestion:
Make it so that Relinquish is only stopped by direct mob attacks. It's annoying to not even be able to leave the zone just because you have some stupid 1/tic poison on you that won't go away for several minutes and have no means of healing (on most monsters)
Even that is pretty annoying to do when you have more HP in the 40s than an Abyssean MNK at 99.Good idea, But you can always kill yourself. (no joke)
I am enjoying monstrosity alot atm, i am very eager to see what you devs will do with Party play for it. Cant wait for it!
Really looking forward to implemented events/battles etc. for monstrosity.
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