Having vulnerability up stack would only work on low level players. High level players would just laugh it off thanks to the ilvl130 gear everyone's rocking with and mobs outside of dungeons are hardly a threat anyway.
Having vulnerability up stack would only work on low level players. High level players would just laugh it off thanks to the ilvl130 gear everyone's rocking with and mobs outside of dungeons are hardly a threat anyway.
I wish someone would put on rollerblades and grab the back of Yoshi-P's shirt while he tries to walk around all day.
Heavy debuff is garbage. Thanks for making it harder to get into my queue. Thanks for making it harder for me to get to a hunt. Thanks for making it take longer to get to where I'm going. It would actually be FASTER if I was forced to fight the mobs, because I would just blow them up. It would be faster if it auto-dismounted my chocobo and forced me to run away far enough to resummon it without agro.
Heavy debuff literally does nothing other than to make me angry.
WHM masterrace
Naturally, for this to be a true solution, the stacking debuff would need to be a serious one - and one INDEPENDENT of your gear level. I'm thinking 25% of your defense and magic defense per stack. Four stacks, and you're riding around naked, no matter how godly your gear is... The only thing that ilvl 130 gear gives you is that you don't have to start getting worried until the third stack.
I see no problem with heavy/slow. If someone stabs you in the leg with a spear, you're not just going to up and run away. If someone hits you with fire, you're going to just not run away. You're going to be on fire and burning to death and the pain is going to slow you down. Being hit with water is going to cause whatever you're wearing to get heavier as it takes on more water, causing weight, therefore slowing you down. The only exception is Wind spells.
At the very least the beast tribe strongholds, bandit hideouts and especially garlean strongholds should have threatening mobs, granted i would like a more dangerous open world in general but the things I mentioned above should be dangerous at the least.
Heavy is only a minor inconvenience and I would prefer something more perilous with or without heavy.
^it'd be so nice to have some difficult open-world content. Even if just for farming's sake (as long we don't make it nigh-mandatory to farm 10000x HQ of a rare mat...). So few ways to engage with the world when not in a duty atm.
Which brings me back to this question no one can seem to answer; what's in it for the player that is maxed out to be threatened by trash mobs outside of dungeons? What do they get out of it? Will they enjoy having to slog through fights over and over as they do their dalies?
Even if you aren't maxed out most of the mobs are pathetically easy in the stronghold areas which often have level 50 mobs in them, the level 50 world mobs should pose a threat to you unless you have a large ilvl, but even with a low ilvl they pose very little threat to you.
I get you, but that doesn't really answer my question on why trash mobs should be more powerful other than for its own sake.
See this would make sense if the game frequently used real world logic to dictate its mechanics, but it simply does not. This is not the reason they've included Heavy.
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Heavy exists to incite a feeling of unease when traversing the world. This allows mobs to be somewhat intimidating even when you're zooming past on your Chocobo. It adds character to the space, demanding players carefully plan their movements to avoid gaining too much attention from enemies. At the same time, it serves as yet another time sink, which MMO devs absolutely adore.
The problem with heavy is that it's too transparent in its intentions. We don't fear running by enemies because we feel threatened, but rather we fear wasting our time having to deal with HEAVY. It's a cheap way to elongate travel and it's plain to see.
What's the alternative though? Taking double damage from mobs while mounted isn't a good solution - you're still just going to run through and because of your increased movement speed you won't take THAT much damage. Perhaps 3x or 4x damage, but then you risk it feeling too cheap and encouraging players to sprint through those sections on foot. Granted, I haven't read the entire thread for all the suggestions but the problem is trickier than one might think.
Either way, heavy is inelegant and cheap.
Do you really need a reason? it more or less makes the world more engaging outside of dungeons as well as beast tribe quests, so actually traveling from A to B (in high level areas) can get you killed if you aren't careful. As i mentioned though once you get to a certain Ilvl things will obviously get easier but the mobs are even weaker than that.
It wouldn't feel dangerous to me. It'd feel incredibly annoying since a quest that could take 10 minutes tops now take another 10 minutes from me either fighting things needlessly and getting nothing in return or resorting to Sold Snaking everywhere just to save a few minutes. Dangerous mobs don't feel engaging to me if it's something you'd have to deal with every single time you have to do something. For someone who is not maxed out, the paltry EXP might be worth it, but once someone hits 50, they want to ignore everything and have the option to do so rather than being forced to engage.
Yes please
Literally no one is or has suggested they be littered everywhere. They shouldn't disrupt the low-level questing experience whatsoever.
The current maps could get some extensions/tweaks to squeeze in new dangerous beasts/corners/territories.
Some FATE's or NPC's or Questgivers could be shifted around as necessary.
There are ways of adding to the open-world without harming the lower-levels or even forcing the higher-levels to engage.
Heavy can now be kited. How to do it, anyone that gone past the good ol' gw times, will know.
Ran all over Zan'rak to the Ifrit Aetherite and never got it, even had aggro everything there. Hell, it were missing only the critters to run to me.
Unless I were superlucky...
I love the heavy until i got the status :/
Damn Sapsa, 5 heavys in a row is not enough to stop me!!!
Again no heavy...
Try to strife left and right while running, it may be heavy requires you on the back and when you trife you are about 45° from caster line so it misses. But will be nice have confirms.