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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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.As it is now, killing higher rank mobs does not require more skills, it requires more healers or more cure spamming...
Maybe with the new battle system reform there will be skills involved in battles, so until we see how that changes and how it affect how strong a monster we can fight without being 1-shotted, there is no point in asking to remove/raise that cap.
Edit: this is what I meant
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
Player
Exactly. We shouldn't be able to fight things 10 levels higher than us. The cap is merely a lazy fix for a sloppy out-of-whack level scale.There's the real problem.
In a theoretically perfect game, you would be forced to play well to simply defeat an opponent of equal level. An opponent 10 levels above you should steamroll you. In FFXIV as it is, levels don't mean the same thing for mobs that they mean for players.
This is the real issue that needs to be addressed.
Last edited by Rowyne; 06-29-2011 at 09:23 AM.
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Indeed. Those battles require skill, are very fun, and are the reason I play this game. I can still fight them, but am not rewarded any more than an 'easy prey' mob. It's a shame really.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.
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.
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.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.
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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