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  1. #11
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    You missed my point.
    What you just described to me is almost exactly the same thing. In short, if you weren\\'t careful doing what you were doing (going by, mob pull, node) something would argo and ruin your plans. My comment was only that you can\\'t have that many monsters everywhere... Which is why letting some grip go off the leash is one of the very few solutions for an average world scenario.
    I would compromise that the monsters definitely need a reposition in some areas for that reason
    (0)

  2. 02-11-2016 08:33 PM
    Reason
    double post

  3. #12
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Unless open world mobs gave a lot more EXP or something else that makes the danger and risk worth it, having stronger mobs for the sake of it isn't a good idea.
    (4)

  4. #13
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Keramory View Post
    What you just described to me is almost exactly the same thing. In short, if you weren\\'t careful doing what you were doing (going by, mob pull, node) something would argo and ruin your plans. My comment was only that you can\\'t have that many monsters everywhere... Which is why letting some grip go off the leash is one of the very few solutions for an average world scenario.
    I would compromise that the monsters definitely need a reposition in some areas for that reason
    Not having leashes would not do what you are asking for. Leashes determine max chase distance/max wander distance.

    All leash removal would do is allow for increased kiting, formation of aggro monster trains and very rarely mobs wandering into other parts of the zone where they might cause problems for players unable to deal with them.

    What you are asking for is best done with larger aggro/link distances with more ranged, gap closing and harpoon attacks if you want low monster population densities.
    (0)

  5. #14
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    They ramped up monster health a ton in HW. It didn't make things harder, it just made it more annoying to kill.

    They can't increase the damage they do, because the jobs without much defense would be as wet paper bags to them.

    They can't really give monsters additional telegraphed attacks to dodge either because jobs with low movement would never actually kill anything (BLM).

    If you wan't more difficulty, you're going to have to create it for yourself. Quest naked or something.
    (6)
    Last edited by Averax; 02-12-2016 at 12:41 AM.

  6. #15
    Player
    AnaviAnael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,030
    Character
    Anavi Anael
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    As a fellow FFXI player, I say leashes are fine. Nothing irritated me more than zoning into a place like Crawler's Nest and instantly dying because someone trained all the mobs to the zone line.
    (0)

  7. #16
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Just stop whining about this. You got your wish with 3.0 to the limited extent that monsters hit harder and have a lot more health (comparing ilevel 49 characters to level 49 mobs and ilevel 120 characters to level 51 mobs). That change was a DIRECT RESPONSE to people asking for "more dangerous monsters".

    The result of the change is that it takes far longer to kill a single mob than before, and classes with limited self heals either need a chocobo out at all times (say goodbye to duty finder queue) or need to engage enemies individually with pauses in between to regen hp. Fates with 2 or 3 long range capable randomly spawning enemies will murder a pugilist or machinist if they don't have a support chocobo. Not to mention many 3.0 fates are nearly impossible (and certainly inefficient) to complete for solo players even when they have synced to their lowest difficulty. Try leveling a 3.0 dps class during non-peak hours on a lower population server. Nearly ever fate after Dravanian forelands is out of the question.

    Enemies aren't rewarding to kill. XP is a laugh, even for chocobos that require those kills to level. Drop rates for crafting materials are much lower for 3.0 enemies than current 2.0 enemies, and the crafts require more of each item (3 skins per leather, up from 1 skin). Many players have completely given up on farming materials from mobs due to the combination of low drop rate and longer killing times, and instead make ample use of more efficient battle retainers. Outside of the daily hunt missions, there is absolutely no reason to engage common enemies in the field.

    Stop begging for pointless "challenge" (because the devs are apparently listening to this drivel) and try suggesting more meaningful field monsters instead. Give me a reason to fight a monster rather than fly over it, and THEN we can talk about how difficult that monster should be.
    (7)
    Last edited by Gunspec; 02-12-2016 at 03:16 AM.

  8. #17
    Player
    Cromi_Jobly's Avatar
    Join Date
    Oct 2015
    Posts
    62
    Character
    Cromi Jobly
    World
    Diabolos
    Main Class
    Machinist Lv 60
    I played on MMORPGs and MUDs pre-"leash" and know exactly why the system was implemented. Imagine being a level 1-5 character and walk out into the world for the first time to kill a ladybug and find yourself face to face with a level 20 agro mob that some a-hole dragged over and left there just to laugh at the "newbies".
    (0)

  9. #18
    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 Shiki_Lockhart View Post
    Why wish for a thing where people can avoid just by flying?
    give enemies ranged attacks with 20 yalm range and let them from time to time look up.

    In short, increase their aggo range and don't have them to run into attack range.
    (0)
    Last edited by Felis; 02-12-2016 at 04:39 AM.

  10. #19
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Felis View Post
    give enemies ranged attacks with 20 yalm range and let them from time to time look up.

    In short, increase their aggo range and don't have them to run into attack range.
    So you want to suffer under the Heavy status even more while trying to do a daily quest? I dunno how that's more fun than what we have now.
    (0)

  11. #20
    Player
    RyuSaarva's Avatar
    Join Date
    Dec 2014
    Posts
    1,094
    Character
    Ryu Saarva
    World
    Phoenix
    Main Class
    Bard Lv 90
    yeah, level 51 enemies are not that strong when you are level 60 and your item level is 210.
    (0)

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