Gobbies
Gigas
Mandies
Those plant looking things (Ochus?)
Morbols
Mammol Ja
Sahagin
Adamantoise
Several XII mobs (Those alligator thingies)
Demon mobs
Mindflayers
"Raubahn" (Flames leader and BLU leader share the name)
Just off the top of my head.
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Same reason gear wasn't well balanced in 1.0. The more things you add to gear, and I don't mean to the same piece either. I mean the "variety" people are asking for. Let's take your basic stats. They scale a certain way with higher levels and more of the stat and so on, very simple to tweak and adjust for the desired outcome. however, once you start throwing in "special" things. For example, and I'm remembering this as best I can, but Bard AF gloves in 1.23+ or some other AF piece of theirs, boosted Mage's Ballad. How do you then balance that against similar gloves that simply have more stats? It's not as simple to balance. Now, throw in even MORE of these special effects. It starts to take more time, or they just don't care about balance as much and put less time into it. But when things are unbalanced too much, it causes problems. Like you need THIS belt to do this dungeon, not this other "equivalent" belt, THIS belt. More options don't always give you more options.
Not to mention, and i'm still looking for where they said it, the devs of XI even said they didn't really care about balance. So take that one with a grain, but i'll update the post if I find it.
And many of them were in other Final Fantasy Games too.
Its been happening for nearly 10 years in wow and 7 million people are okay with it and this is essentially a wow clone with a final fantasy feel so get used to continually rising ilvl equipment.
what's stoping you to just go into dungeons wearing i90 gears? if u want to have "fun" do that.
I kinda agree with this. Doing dungeon as my main (WHM) is so boring cause one regen is basically enough to keep the tank alive. and maybe some cures during boss fights
@Ryans
Don't even try man, Ispano is a FFxi hater who have been around for a lot of time.
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SE should not stop, but slowdown the ivl raise a bit, intead of 25 ivls they should raise 10 or 5 while intruducting gear with specialized stats to allow horizontal progression, then make the big raise with the expansions.
Horizontal gear progression is more interesting, it's hard to balance but at least we will avoid looking like clones like we do now, we have a lot of ilvls but they are just higher numbers, gear makes little difference right now, between ilvl 90 and 110 you'll increase your DPS in 10-15, and you'r play style will not change at all, i remember ppl playing their jobs in different ways in FFXI based on the gear they were using, here we just follow a boring rotation, and the root of this problem is the ilvl raise with vertical progression.
lol
you know, reused and redesigned (remakes also fall into this category, i think. Others may have different view in this) are totally two different things.
example of redesigned are dungeon/crystal tower bosses, they are different variation of past FF enemies. Mobs like morbol & treants are even very different between XI & XIV.
And yes, chocobo are also and so far... redesigned for each FF series.
Reused are simply and plainly using object of same shape and same skin palette. I mean seriously, those beast triibes like Sahagin, Mamool Ja, & Gigas are down to earth exactly same as their XI version, with added lightning touches.
As for mobs, they are way too many to list here. Also one special note are those elemental mobs. In 1.0, they have original design albeit swapped colour palette to represent their different elementals. Now in ARR, it's exactly copy paste from XI version, again with lightning touches. There are even unofficial 3rd pt application that lets you add advance graphic features such as lightning in XI, and they already looks very much same with ARR version.
I even lol-ed when 1st time I ran through Lost City of Amdapoor Keep, only in the end meeting an exact same Promathia's Diabolos.
It is really amusing that alot of ppl keep pointing 1.0 terrain have way too many copy-paste, while there's ppl still claiming those exactly reused mob design between 2 games are totally 2 different things. :p
Personally, I don't exactly agree or disagree with you here, as I really don't know what all goes on behind the scenes in creation of any FF game (specifically FFXIV).
However, I feel the reused assets are more about development convenience than actual relation between one game and another. Every FF (that I know of) after FF1 has been reusing FF assets, while still bringing new stuff to FF at the same time.
I personally don't have a problem with the reuse of old assets, especially since FF, as a series, has a great deal of nostalgia associated with it. The only problem I had with XIV was the fact that they chose to reuse the playable races and just stick different names to them, and the way they attempted to originally work 1.0's economy. The former, I got over because it was no big deal; and, the latter, because it's no longer an issue. However, those two issues are neither here, nor there in the discussion of this thread. I simply wanted to share my PoV about the reused assets.
The monster types and names are from other titles, but the actual character models are basically just higher quality renderings of models from XI.
And having things that boost specific abilities is different from boosting things like double attack rate, store tp, enmity +/-, and convert HP/MP. They could add skill specific stats, but using that as justification to not increase the stat diversity is just refusing to accept an idea based solely on stubbornness rather than it's merits as a potential idea.
It'd actually make content more accessible because they could create dungeons/raids that center around an ilvl of say, 100, and instead of making the new content release ilvl 110 gear, they could make new content release ilvl 100 gear with different stats. That would allow more people to participate because they aren't playing catch up every patch. That would, of course, require the secondary stats to have more of an impact, not have universal values, and be more diverse. For this example, I'm assuming the stats have the same weights. One piece could have 20 acc/crit, one could have 40 determination, and one could have store tp. It would allow for people to try to maximize a specific stat or spread out how they like.
Ah yeah I see a couple of things that could be touched up XI models now, neat.
Though I do see that the majority of things have been redesigned and the reused assets may just have been a matter of the mob being popular among the staff.
Edit: thats just me extrapolating an answer though but SE does have the funding to redesign every single one of them for sure.
Correct me if I'm wrong here, but isn't the current ilvl cap 110 and the previous one 90? Even if your weapon is 115 and the rest of your gear is 110, your average according to the system should still be 110 (maybe it's 110.4 or something, and it is rounded down). But yea, that was besides the point.
As far as upping the ilvl cap, it will definitely happen but when the third coil comes out. So, you have a while really. If someone is already ilvl110, they can work on gear for a alt job or something. I don't think there is but a handful of 110 on leviathan server if that.
Likely they will release the next version of the zodiac quest before they release the next coil. So maybe you might get your ilvl cap upgrade a bit sooner if the weapon becomes i120.
Items Level will keep increasing as new a harder content is put in the game.
http://img2.wikia.nocookie.net/__cb2...%28FFXI%29.png
http://gamerescape.com/wp-content/bl...ahagin_001.jpg
This is clearly not the same model though bobbin. Unless i'm just missing a sahagin model that was in xi .
I hope it doesn't increase more, well not until at least 2.4, as I'm struggling to catch up after a short break from the game. Before the break, I was steadily keeping up with the server in terms of gear progression, I had soldiery pieces, had missed a couple of caster drops in T6 mainly due to having zero luck, had my Leviathan weapon, was grinding it for a mirror... I take a few weeks to a month break for Uni work, currently not in a raid group, and having one hell of a time trying to keep up with all the ilvl100s running around my server. Some people in PF want only 100 for Brayflox runs... I mean, c'mon. :| I'd love a couple of more months to catch up... then raise it.
Not unless they add 3rd coil then...which is possible, it will be 6 months since 2nd coil, then. And i think they will increase cap, every 6 month.
Also, Hydra and those other things, aren't really made to be permanent content, they are just there for relic quest. And they are nerfing content, so that ppl can catch up; so increasing ilv helps ppl get through it, if they didn't before.
Also i heard talk about ilv sync which would be the only way to keep content somewhat challenging.
When they increase lv cap, we'll have ilv 100 ppl, doing lv 50+ content, which would make it way to easy; and ppl are already whining that the game is to easy.
That's going to totally kill any speed-running though, and ppl gonna rage about brayflox taking 15min, instead of 7ish.
But, you're talking as if everyone HAS ilv111 atm, when many don't even have 91 yet. And anyone that has 111, probably stopped caring much about Hydra or Labyrinth, long ago....and ppl are still wiping in TitanHM, more often than not.
Have you not paid any attention to the way they've been doing patches? The ilvl only increases when a new binding coil is released. Is there one being released in 2.3? Nope? Then no increase.
In any event, I don't understand what you people want them to do if you don't want an increase in ilevel. Even with horizontal progression, something is obviously going to be better, and you will obviously be made stronger by said thing, so the power level is still increasing just as it would with just a base stat increase. Unless you're implying you don't want to be made stronger. In which case, wtf was that giant thread that was whining that "gear matters too little" going on about, because apparently people are just fine with the idea of staying at the same power level for 6 months.