At i45, level 50 those mobs are STILL pushovers. Thats the problem. Being at the appropriate level range with the gear intended for it ... it's STILL too easy.
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Haha its gonna be rough trying to SB the "new" patrician set for stuff if " more than 1 mob = too much for a player"
Better roll out the gank squad
Oh god, I didn't even think of this. I hope materia undergoes some serious changes, or I might not bother.
And yet I seem to remember raising dead people in those zones a lot. You're the one blanketing that they were easy for for everyone.
Do they need to be dungeon level of difficulty? Then what about the dungeons? My point is that beefing them up too much erases a difficulty of content from the game. Personally, I wouldn't mind tough beastmen that rewarded me in some way for mashing them into pulp. Make them drop something interesting then, or put in achievements for them. But simply beefing up every monster on the map erases the "easy" difficulty level for people who would rather stay out of dungeons.
Oh look, it's this thread again.
9 times out of 10, dead people in beast camps is just someone who AFK'd. As that's literally the only way to die to open world mobs.
That last person is someone who tried to pull a dungeon "speedclear" by gathering up all visible enemies and trying to AoE them down. Death by a thousand papercuts.
Try to understand that no one, not even Yoshi is advocating the need for groups just to be able to kill a solo mob.
Individual mobs can easily be stronger than they are presently without turning them into dungeon trash.
Well understand that I'm not entirely against the idea for myself, although I hope there are better rewards for mob murder. I'm mainly concerned about people I know, or know of, who love the game but can't handle anything resembling a challenge. In it's current state, there is still a game for them. I just foresee myself answering a dozen question from friends who wonder why they keep getting killed by level 53 chocobos, and then watching them drop out of the game.
They never said anything about scaling experience up with monster difficulty. So if you're thinking that camp/grind parties are going to make a come back, we can break out the "you're gonna be disappointed" image right about now. They're gating access to the expansion zones through the MSQ. What makes you think they are going to create a separate leveling path?
Secondly, we don't know what item level baseline they are tuning the new monsters againist. Is it the Ilvl 90 that MSQ requires? Because if so, we currently have easy access to ilvl 120 gear so that puts a current player on a radically different level of power. We also don't know what the gear levels will be spaced going forward. We may very well be trouncing level 51 mobs at 55.
The world may be getting teeth, but that doesn't mean they're not unfastened dentures to current players.
Concluding, even if they pose a challenge to players at equal level, any progression will steady pace us forward to be much more powerful then the world mobs. Once at level cap, we may shortly find that we no longer fear any standardly place mobs. A poster above commented that the Dev Team may be leaving sections of the maps specifically for more tougher mobs. The challenging mobs will most likely be placed where you would only enter for specific reasons.
To summarise both sides are ignoring patterns and established design goals.
A few mobs might give you pause in the open world, players will quickly learn to avoid them.
Mundane travel will soon return to plowing through mobs, especially with the trend of forced revisits to leveling zones .