Well. I think is ok for me. I don't like hit 8-9 times a guy that only autoattacks. So, the best if they die quick to finish whatever I'm doing. I don't see the problem. Challegue mobs should be in the dungeons or raids.


Well. I think is ok for me. I don't like hit 8-9 times a guy that only autoattacks. So, the best if they die quick to finish whatever I'm doing. I don't see the problem. Challegue mobs should be in the dungeons or raids.


i do have a question in a modern mmorpg where you spend most of your end game time?
raid , dungeon and pvp, the world is not means to be a end game content...
plus have less hp dont means less dangerous automatically!
Do we necessarily want to use the "modern MMO", known for its uninspired over-commercialized buy-in templates, as a final goal for design? Each MMO any of us left, in part or entirely, in favor of XIV, had something wrong with it, despite contributing to that average, defined-by-its-basest-components "modern MMO".



Does it matter if they have less health? I think we're confusing tedium with difficulty/danger again.
With this character's death, the thread of prophecy remains intact.
It does not. And were the response "we're looking into ways to make open world combat more engaging, rather than merely tedious", there likely wouldn't be so many negative responses here either. But instead we've heard only that health is being reduced, reminding us of the irrelevance of ARR mobs, with nothing improved upon to show for it.
Last edited by Shurrikhan; 02-19-2017 at 10:55 PM.




I do miss the danger the old world presented, but I think we're past those days.![]()
http://king.canadane.com


make a single monster take 30 ish skill to kill means that a fight take more of one minutes for be killed means a quest asking to kill 10-20 enemy will become tedious its not dangerous nor engaging is tedious, you can make fight short and intense... its only you that simply think high hp of monster = difficulty and challenge...what is not the case


They weren't even difficult though just artificially, it didn't add a feeling of danger just more annoyance.


Yeah having the mobs be harder to kill is just more annoying than anything. That may be what people liked back then, but it doesn't appeal to many of us who are playing this game today.
I don't want the mobs to be one-hit K.O's, but I also don't want to have to do full rotations, food and potions, top parsed dps just to kill 3 goats for a sidequests either lol.
I am actually happy about this. The amount of time it took to kill some random enemy in HW was annoying. most of the time i just ran away if it wasn't apart of a quest or something. unless they are a rare, hunt, dungeon mob, or boss or something else special like that world enemies shouldn't take that long to kill. so this means that questing won't be as tedious for me.
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