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  1. #1
    Player
    Jodou's Avatar
    Join Date
    Aug 2013
    Posts
    143
    Character
    Wilde Kat
    World
    Lamia
    Main Class
    Archer Lv 50
    Quote Originally Posted by Elusana_Celah View Post
    ... Is quite possibly the most annoying design decision in this game. I get it, you get hit on a mount, a slowdown must happen but hey if I unmount or I've literally outrun the thing and the aggro is long gone... 20 seconds of heavy and like 10-15 seconds still ticking away for no reason even if I unmount. You all know what I'm talking about. I really hope 3.0 brings out a better design direction when it comes to mounts because this current one is highly obnoxious.
    It's a mechanic lazily copied from WoW, designed to give the player a sense of danger when traveling past high level mobs. I've never once died to it, so chalk another one up to "we copied WoW because of sub numbers".
    (1)

  2. #2
    Player
    Vespar's Avatar
    Join Date
    Mar 2011
    Posts
    2,772
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jodou View Post
    It's a mechanic lazily copied from WoW, designed to give the player a sense of danger when traveling past high level mobs. I've never once died to it, so chalk another one up to "we copied WoW because of sub numbers".
    I dont necessarily think it was just copy pasted from WoW, especially because of sub numbers, but your other point is valid. It is there to give us a sense of danger. The problem is that we're strong enough to own the mob causing heavy within a few seconds, so its just become more of an annoyance then a danger.
    Now if there is a low level person riding through a high level zone, it may be cause for worry. but that doesn't happen often... I think it would make more sense that getting hit for a certain amount of dmg would knock you off your choco forcing you to fight the monster, instead of just continuing to run until they de-aggro.

    Personally, I miss the days of XI, when we could just jump on chocoback and take a leisurely stroll and see some sights.
    (1)
    Last edited by Vespar; 02-17-2015 at 07:17 AM.

  3. #3
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,474
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Vespar View Post

    Personally, I miss the days of XI, when we could just jump on chocoback and take a leisurely stroll and see some sights.
    EXACTLY, lets have that here as well SE

    (2)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  4. #4
    Player
    Kio's Avatar
    Join Date
    Mar 2011
    Posts
    864
    Character
    Kio Solais
    World
    Hyperion
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Jodou View Post
    It's a mechanic lazily copied from WoW, designed to give the player a sense of danger when traveling past high level mobs. I've never once died to it, so chalk another one up to "we copied WoW because of sub numbers".
    It doesn't add a sense of danger, it adds a sense of annoyance.
    (1)

  5. #5
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Deviant1 View Post
    The fact that a mob can still agro when your 30+ ilvls above it is also dumb.
    The ilevel is irrelevant. Only the class/job level decide if an aggro enemy attack you. Or give the enemies also better gears with higher ilevel.

    Example:
    you see a level 50 enemy with ilevel 60. Thanks to your gear you can pass him, but behind him is another lv 50 enemy with gear that look like ilevel 125.

    Quote Originally Posted by Jodou View Post
    It's a mechanic lazily copied from WoW, designed to give the player a sense of danger when traveling past high level mobs. I've never once died to it, so chalk another one up to "we copied WoW because of sub numbers".
    During 1.x enough players died because of it. All what ARR need are enemies 10-20 levels over the max. level cap and with ranged attacks (but only attack if you run instead to walk).
    (0)
    Last edited by Felis; 02-17-2015 at 09:01 AM.