The NM train is the only way to make the grind bearable though.




The NM train is the only way to make the grind bearable though.


I don't think SE intended it to work this way, and probably wouldn't have had they had made mandatory level-sync, because the train just runs over the low-level NM's, not letting the low level players have a crack at it. Though strangely enough the other unintended consequence was being in a party with a level 20 player while at level 4 and getting 3000 exp from one of the level 15 NM's. I'm pretty sure that was not intended either.
Only two things really need to be fixed here, and it depends on how much you like to solo play. Either
A) Extend the chain time when solo (some monsters take as long as the chain expiry), shorten it when partied.
B) Don't penalize kill-steals. As it's impossible for new players to the area to get any EXP at all if everyone is fighting over the same monsters.
Rather, at least with the kill-steals, it should be weighted as "tagged" (whoever/party made the first hit) gets at least 50% of the exp, and all other assists divide up the remaining 50%. Where as currently it seems like it divides up the experience by how much damage, thus anyone who assists by being able to kill it on shot, neither gets any experience.
The chain time isn't an issue solo save for healers or tanks, because of low DPS. You won't deplete a camp fast enough to need any longer time, and you usually kill them about the same time your potion regen buff takes. You might need it more in parties because you can burn through mobs faster, and chains reset on different mobs. The issue is that chaining in general is bad exp, especially solo; you'd have to grind like 12-15 chain 30s solo at around 10 or so to level, which is hundreds of mobs. While exp in the FATE train in general actually isn't better in terms of time spent for it, do you really want to destroy your hands on doing an ffxiv rotation on 300+ mobs?
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