People complain about the gravity effect while on a mount because "it's a waste of time".
Then ask for areas to be full of mobs that can kill you (which waste a hell of a lot more of your time).
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People complain about the gravity effect while on a mount because "it's a waste of time".
Then ask for areas to be full of mobs that can kill you (which waste a hell of a lot more of your time).
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Because the current system serves no purpose other than to annoy you, a terrible attempt to make traveling feel dangerous when it's not, so either go dangerous or remove the annoyance.
The Heavy is pointless, it's suppose to make mobs more threatening i.e. you're slowed and they can attack you more but even in places like the Sylphlands where you can get 3/4 mobs hitting you with Thunder and giving you the Mount Heavy and Paralysis it's just laughable. In 1.0 if your Chocobo got lamed you could potentially die to level 50s, even worst if it was level 50+ mobs because they were actually threatening. You couldn't just run into Natalan and go straight to the old Ixali NM spawn (guy who spawned Goobbues) you had to avoid mobs. At the least Beastmen Strongholds (Zahar'ak, Nataln, U'Ghamaro, Sylplands, Sapsa) should be threatening, after all they're the "enemy."
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
This sort of heavy implementation was common in other games I'd played (keyword,) but they were eventually all removed because it doesn't accomplish anything but annoy and waste the players' time.
It's one of the greatest hallmarks of bad game design. Players should be given a reason to want to fight mobs, not be punished when they don't want to because there isn't one.
Exactly this.This sort of heavy implementation was common in other games I'd played (keyword,) but they were eventually all removed because it doesn't accomplish anything but annoy and waste the players' time.
It's one of the greatest hallmarks of bad game design. Players should be given a reason to want to fight mobs, not be punished when they don't want to because there isn't one.
This new "Heavy" penalty is the direct result of a more "mainstream friendly" / easy MMORPG direction Yoshi P took with 2.0.
In older Final Fantasy games, some world mobs could outright kill you. It was a real danger, and it made the player pay attention and feel like certain areas were DANGEROUS. It added excitement and tension (and yes, some annoyance). But it felt like a real dangerous area.
In 2.0, Heavy debuff while you're on a Mount is a watered-down, more "friendly" penalty that the Dev Team mistakenly thought would still add "danger" to higher level areas, without the extreme case of Death.
Sadly, all we get is mediocrity. Heavy *doesn't* make any area feel "dangerous" at all. All it does is ANNOY players to no end.
The mobs would take an absurd amount of time to eventually chip away at a Level 50 to death, even if you just stood there doing nothing. It's a bad compromise and bad design that really failed in its intended purpose (to supposedly make the creatures feel "threatening" or "dangerous").
I get that Yoshi P wants to make a Theme Park, Mainstream friendly MMO that anyone can play, but Heavy Debuff on a Mount serves no purpose but to annoy. It should be removed, or they should look at really making truly dangerous areas and have Damage / Death be the threat.
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