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.
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.
Matt "Bayohne" Hilton - Community Team
I'm assuming in that case, this leaves open the possibility of re-examining raising the cap after the current balancing issues have been worked out?
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.
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.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.
Sounds like they need to nerf all classes to even make combat challenging.
I actually think this is the bigger issue. Players are too strong. I can solo rank 64 mobs with ease, how on earth are you going to balance party play when players are that strong? Fight rank 75-80 mobs in party and get 1200 SP per mob? Oh wait, mobs that high two shot you at 50, not the best party mob any more when AoE goes off. The game should be optimised around the +10 situation.
Anything over 50 should be a challenge to solo while parties aim to kill mobs in the upper 50s during their 40s. Solo SP is soon to become leve based anyway, even with current over powered characters it's just not worth grinding solo. But they could boost the SP given for a soloer fighting difficult mobs which are now closer to their own rank.
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if fighting higher monsters is what you want for a challenge, nothing is stopping you from doing ithmmm 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.
the ammount of extra sp you get shouldnt dictate you going to do it if the challenge is really what this is about.
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the reason people say battle sucks in this game is because the monster difficulty doesnt make you use any skills, the reason people say there is no class uniqueness is because at 10 level difference your best team is always a hybrid tank, powerfull DD and a hybrid DD/healer.
a Whm class will be totally useless in this game unless they dont give anyone anything but cure 1, and heck even without a cure, 8 man team can steam roll monsters while just spamming buttons, which later on equals let AA play.
there is no need for any specialized playstyles with the current monster difficulty. think about it, why would you ever need a pld? monsters die in 20 seconds. why would you ever need a specialized healer, monsters die in twenty seconds.
Basically think what colibri parties did to whm, plds, and even ninjas. at 10 levels, everything in this game is a colibri party.
its not about challenge really, its about making people think battle isnt boring, and needing more than
2 types of classes.
Last edited by Physic; 07-02-2011 at 04:24 AM.
you speak my mind. So truethe reason people say battle sucks in this game is because the monster difficulty doesnt make you use any skills, the reason people say there is no class uniqueness is because at 10 level difference your best team is always a hybrid tank, powerfull DD and a hybrid DD/healer.
a Whm class will be totally useless in this game unless they dont give anyone anything but cure 1, and heck even without a cure, 8 man team can steam roll monsters while just spamming buttons, which later on equals let AA play.
there is no need for any specialized playstyles with the current monster difficulty. think about it, why would you ever need a pld? monsters die in 20 seconds. why would you ever need a specialized healer, monsters die in twenty seconds.
Basically think what colibri parties did to whm, plds, and even ninjas. at 10 levels, everything in this game is a colibri party.
its not about challenge really, its about making people think battle isnt boring, and needing more than
2 types of classes.
Well they were supposed to be going back and adjusting all monster stats with/after battle adjustments, as well as distribution, so hopefully that'll factor in as well. Its supposed to be a total revamp aside from just auto attack and class /animation revamps.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.
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