As long as we don't have to put up with this again:
http://www.youtube.com/watch?v=_YRaaKzpE2c

As long as we don't have to put up with this again:
http://www.youtube.com/watch?v=_YRaaKzpE2c
The multiple drops were epic though!

was there a penalty for Reraise himself again and again? like 10% defense down or something? nice video![]()
Last edited by Dras6fin; 07-18-2011 at 05:56 AM.
"It's The Journey that is important, The Destination is Not that important."



I dont see a problem with some beast tribes and the garlean empire soldiers being able to resurrect each other, maybe in certain fights and such. This way, players would have a kill first target - the healer/resser. Game needs to have interesting battles like those so players can stay on their toes (oo a rhyme).
Last edited by Reika; 07-18-2011 at 05:46 AM.



Aside from NMs, the monster that respawns is not the same monster you kill. Players revive at the aetherite, monsters just pop. Giving them a death penalty just makes them easier to kill. Where's the fun in that.


OOo like the mobs in sea that were RDM, but reraise O.o, yeah the only mob I see in xiv that has a reraise are the wights.


You might expect a similar effect from beastmen, once we start fighting them as a party, like Amal'jaa WHM, Amal'jaa PUG, Amal'jaa PLD etc, in instances or missions, they might raise each other etc. Normal mobs, i dont see it happening, unless normal mob dies and a small % it can reraise instantly into a Notorious monster or a high lvl version of it.
Goodbye, Final Fantasy...

It would be stupid to do that in the wild, but as someone said it wouldn't be a bad idea if it was limited to Garleans and beast tribe members in some areas. It'd just be annoying during exp sessions, but it would give another dimension to instanced fights etc I suppose.

As stated in the op that the effect could differ greatly, as we don't know what could come later on.
Here's a few examples: Death Rage: the next monster spawn goes into a rage attacking any near players because of it's fallen companion. Death Counts (*this is a classic): the next monster doesn't have long to live, it's HP is halved, ( however it's Double SP to the one who kills it). Fear: the monster becomes afraid and runs away with any encounter. Confusion: the next monster spawns will become confused and attacks miss or attack allies. Revenge: after one monster is defeated two more quickly take it's place, and so on.
. . . it doesn't only have to be reduction effect with %.
Last edited by Dras6fin; 07-18-2011 at 11:06 AM.
"It's The Journey that is important, The Destination is Not that important."
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