Not necessarily.
Printable View
it requires a real tank, who can either dodge damage effeciently or reduce it enough that a healer wont run out of mp before the fight (which is longer) is done, which in turn means the healer may have to use better mp management skills (spirit bind) well timed siphon mps(to make sure it can get better mp when the monster dies). It requires that the healer remove skills like paralysis (because the tank is actually using abilities to tank well) It requires DD who know how to avoid the dangerous weapon skills which are more of a threat to them than the tank because they arent built to take damage.
i played before the SP change, i think some of you people think people are making this up. A gladiator has a HUGE difference in damage reduction, which effects are multiplied with dlevel. they actual use active skills to achieve this, like guard, obsess, various shield skills.
and the difference between a mage who looked at a piestes eyes, and started casting paralyzega in anticipation of the incoming paralyze was often the difference between life and death.
the archer who turned the pieste with too much hate(and was poorly positioned), killed the whole backline with sandbreath.
Incapacitating a skeletons head changes the WS at its disposal, breaking a toads legs makes it fail gut press. you guys really have no idea the mob planning that at this point is all but wasted because you are fighting the equivalent of decent challenge mobs in ffxi with an 8 man team.
Its not just about increased damage. seriously go fight something 20 levels higher, you ll find you tank needs to be on point, your cross class weapon skills will tend to miss, you will need people to get debuffs off the tank as soon as they happen, you will have enough time for dots and long casting skills to pay off. its a totally different battle.
It was totally different, and the monsters didnt change
Discussed the possibility of removing the SP cap with Matsui. Due to balance issues this could be extremely risky, so we're not currently planning to do this.
hmmm well if you dont make battle more challenging, no amount of changes to the battle system will matter. So if your not raising the caps, prolly going to need to go back and make monsters with 10 levels more challenging, and probably raise sp gains, or lower tnls to accomodate the sp loss.
Battle system wont matter if the fights are zerg, zerg doesnt favor pure tanks, or pure healers.
just calculate it in a different way and the really low people in the party don't get the xp, can't be that hard, works just fine in other games. And on the other hand. SE can't keep focusing their decisions only around RMT and preventing powerleveling. but powerleveling can be prevented much easier.
Precisely. This is discouraging news. There is no reason to fight 'hard' monsters currently. They give the same SP as those that are 10 ranks above you. At 10-ranks above mobs are extremely easy and can be disposed of quickly.
Sounds like they need to nerf all classes to even make combat challenging.