They made some of the mobs way too big like the puk. The Dream Toad was already big, but they had to make it bigger and in Gridania, just looks like it doesn't belong with the small paths
They made some of the mobs way too big like the puk. The Dream Toad was already big, but they had to make it bigger and in Gridania, just looks like it doesn't belong with the small paths
So you would have rather had 2 mob types per any given level range everywhere in the world? How fun.
There were always dozens of monster types to fight, but the players chose to fight the same ones all the way up to level cap. The fauna would be too homogenized if they only used new monster types for a certain level range, and that would be boring.
The same will happen here, because doing it any other way is simply dumb. However, this time they can actually nudge us a bit to fight more varied monsters, and not let us decide (because we would end up fighting the same mobs all over again).
I agree with many that some of the increases in sizes are a bit much.. But some others I think were great.
It's nice being able to see the detail clearer, and it is a nice plus for killing the larger ones.
I definitely agree that some mobs were made way too big!
Chigoes, Dodos, Puks, Wolves, Marmots (they could be a little smaller), and Skeletons
I mean the skeletons are way larger than us, and the chigoes are monsters, Dodo's are larger than Antelope, and the Levequest Wolves look like Horses! They should revert the size of those mobs I think.
I think making them bigger (escpecially the small ones) was a good idea, but they definitively went overboard with it.
Final Fantasy XIV is a realistic looking fantasy game. Huge looking enemys look somehow weird... they dont realy match.
Also i realy dont like it, when simpel things are forced to look more epic.
Fighting enemys should feel epic and not look like it!
A combination of both is sometimes nice.I think making them bigger (escpecially the small ones) was a good idea, but they definitively went overboard with it.
Final Fantasy XIV is a realistic looking fantasy game. Huge looking enemys look somehow weird... they dont realy match.
Also i realy dont like it, when simpel things are forced to look more epic.
Fighting enemys should feel epic and not look like it!
I think square just ran a macro or something that made everything bigger.. Some things are better.. Marmots, Mushroms, Coblyns.. I agree with the above post, nothing is more satisfying than fighting big mobs.. But especially the mob families ported over from FFXI, they should stay the same size.. Cactuars, etc..
Add more mob families to break up some of the shit in there!
FFXI's starting areas, Gustaberg as the example had Worms, Wasps, Goblins, Quadav, Saplings, Birds and Lizards to fight 1-10! We got Marmots, Dodo's and Coblyns!!
Mob size topic number 5! but I think the mob sizes are fine, I like seeing gnats bigger than Buicks o.o
I almost feel like i'm playing in the monster hunter world where all the animals are gigantic.
Perhaps if SE did nothing to help assist with targeting, the larger monsters would be better appreciated. However, they did add in a way of specifying a target when using tab, the ability to click on an enemy's name to target it, and even larger enemy and character names, which in turn makes enemy size irrelevant to how easy it is to target; it's now a piece of cake to target anything. With these changes, almost every enemy in the game is now unrealistically over sized, with Dodos being taller than the tallest Elezen, and a simple Wharf Rat being a towering behemoth to a Lala'fell.
I'm hoping that Square-Enix will listen to the players in this issue, and revert the size changes that are no longer necessary thanks to the targeting changes they've added in.
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