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  1. #1
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    My issue with experience point parties is the monsters don't last but 5-10 seconds. You are lucky to get an action or two off before it is dead. Reminds me of Dynamis in FFXI. As a result, parties rarely involve strategy or challenge, rather the entry obstacle of actually finding warm bodies to fill your slots (giggity).

    I would prefer a hybrid between XI and XIV in which fights would last longer but not as long as they did in FFXI. Could accomplish this by increasing monster HP significantly. That way, combos, and strategy can actually be involved in party play. At least in FFXI, party play mechanics would train you to use your job in end game settings. In FFXIV, you could literally party grind from 1-50 and theoretically not really know how to use your class strategically in party play.

    Alternative/Counter Argument:
    -Community adopts light parties (4 people) as exp party size and full parties (8 people) as primarily for end game
    -The lack of crowd control debuffs make longer fights difficult to implement with current groupings of monsters (typically bunched together and quick spawning)

    Thoughts?
    (0)

  2. #2
    Player
    Hubert's Avatar
    Join Date
    Mar 2011
    Posts
    85
    Character
    Humbert Halfwit
    World
    Excalibur
    Main Class
    Rogue Lv 50
    Quote Originally Posted by Gidonoidon_Sur View Post
    My issue with experience point parties is the monsters don't last but 5-10 seconds. You are lucky to get an action or two off before it is dead. Reminds me of Dynamis in FFXI. As a result, parties rarely involve strategy or challenge, rather the entry obstacle of actually finding warm bodies to fill your slots (giggity).

    I would prefer a hybrid between XI and XIV in which fights would last longer but not as long as they did in FFXI. Could accomplish this by increasing monster HP significantly. That way, combos, and strategy can actually be involved in party play. At least in FFXI, party play mechanics would train you to use your job in end game settings.
    My thoughts exactly. The best solution for now may be to increase monster HP while also lowering it's attack power. This will make fights a little longer without putting the tank and healer in a stressful position. Exp and chain timer should both be proportionately increased to make up for the increase in mob HP.

    Alternatively, monster strength could be boosted significantly (with proportionate boost to EXP) to where a typical party would only be able to take down one monster a time allowing each member ample opportunity to combo and perform battle regimen when re-implemented. Monsters would have to be spread out to where pulling without links would be possible. This set up would be similar to FFXI-style partying.
    (0)

  3. #3
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Gidonoidon_Sur View Post
    My issue with experience point parties is the monsters don't last but 5-10 seconds. You are lucky to get an action or two off before it is dead. Reminds me of Dynamis in FFXI. As a result, parties rarely involve strategy or challenge, rather the entry obstacle of actually finding warm bodies to fill your slots (giggity).

    I would prefer a hybrid between XI and XIV in which fights would last longer but not as long as they did in FFXI. Could accomplish this by increasing monster HP significantly. That way, combos, and strategy can actually be involved in party play. At least in FFXI, party play mechanics would train you to use your job in end game settings. In FFXIV, you could literally party grind from 1-50 and theoretically not really know how to use your class strategically in party play.

    Alternative/Counter Argument:
    -Community adopts light parties (4 people) as exp party size and full parties (8 people) as primarily for end game
    -The lack of crowd control debuffs make longer fights difficult to implement with current groupings of monsters (typically bunched together and quick spawning)

    Thoughts?
    lol so a thread is created complaining about how XP parties now take longer to earn xp in and you create a suggestion trying to slow xp down even more ><
    (0)

  4. #4
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Krausus View Post
    lol so a thread is created complaining about how XP parties now take longer to earn xp in and you create a suggestion trying to slow xp down even more ><
    take longer than what? last patch? that crap was broken as hell and the rate was (correctly) adjusted.
    (0)

  5. #5
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    I went 25-50 on MRD in the last couple of days, particularly last night 36-50 in about 13-14 hours. I never had parties before patch so I can't speak for the old system, but at the moment partying seems very viable. Crowd control is not that difficult. Those controlling the crowd are the tanks, usually was a mix of 2 GLA or MRD, PUG could also tank some links. The basic hate moves, Provoke and Flash, are enough to achieve this. If you add a combo to that (on MRD also increases enmity), it's not hard to keep 3 mobs you. With 2 tanks doing all that, crowd control = not a problem. It wasn't uncommon to be fighting 3-5 mobs at once in the strongholds.

    Sure, not having spammable AOEs must be slower than pre-1.20, but I don't have that comparison point. MRDs can still use Path Of The Storm + Whirlwind quite frequently, but it might be a bit tricky to start of the combo. It is doable however, even while tanking. With Keen Flurry, it's quite easy to get a WW off at every pull, speeding up the fights considerably. Before strongholds, the mobs didn't really last long enough to have any use for AOEs, so I don't think it's a problem having limited choices at lower levels, at least for party play.

    For solo play, however, not having lower level AOEs can be a little problematic, since by leve design you're (almost) always fighting multiple mobs at a time. As MRD I haven't noticed much trouble, since they're pretty sturdy as is and can take the beating, even from multiple targets, but for other non-tank classes it might be troublesome. I don't really know since MRD is my first level 50 class.

    Exp parties are awesome. Just my 2 cents.
    (1)

  6. #6
    Player
    LillithaFenimore's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    461
    Character
    Almalexia Nerevar
    World
    Siren
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Kitfox View Post
    I went 25-50 on MRD in the last couple of days, particularly last night 36-50 in about 13-14 hours. I never had parties before patch so I can't speak for the old system, but at the moment partying seems very viable. Crowd control is not that difficult. Those controlling the crowd are the tanks, usually was a mix of 2 GLA or MRD, PUG could also tank some links. The basic hate moves, Provoke and Flash, are enough to achieve this. If you add a combo to that (on MRD also increases enmity), it's not hard to keep 3 mobs you. With 2 tanks doing all that, crowd control = not a problem. It wasn't uncommon to be fighting 3-5 mobs at once in the strongholds.

    Sure, not having spammable AOEs must be slower than pre-1.20, but I don't have that comparison point. MRDs can still use Path Of The Storm + Whirlwind quite frequently, but it might be a bit tricky to start of the combo. It is doable however, even while tanking. With Keen Flurry, it's quite easy to get a WW off at every pull, speeding up the fights considerably. Before strongholds, the mobs didn't really last long enough to have any use for AOEs, so I don't think it's a problem having limited choices at lower levels, at least for party play.

    For solo play, however, not having lower level AOEs can be a little problematic, since by leve design you're (almost) always fighting multiple mobs at a time. As MRD I haven't noticed much trouble, since they're pretty sturdy as is and can take the beating, even from multiple targets, but for other non-tank classes it might be troublesome. I don't really know since MRD is my first level 50 class.

    Exp parties are awesome. Just my 2 cents.
    I think my issue with this is you shouldn't need two tanks o.o;. That just maybe the FFXI in me though. We always had back up tanks and some sort of enfeebler who would deal with the agro until the 1st mob was dead. When I think of a party I always think of XI set up. Tank (NIN or PLD), DD(WAR,BLM,MNK,DRK,RNG), Puller (RNG, THF, WAR), Healer (RDM,WHM,SMN, SCH), Enfeebler (RDM, and sometimes NIN), then that would leave room for one other of w/e I guess. And I know Monks and WARs and I think to a point DNC could act as a tank, but only as back up due to armor set up and subjob.

    However, this game is set up differently. We have that luxary of having two tanks, but if you are in a party, where I imagine pulling is the same as in XI, that you should have one mob, and hope and pray for no agro, then having two tanks to control the one mob sounds insane. IDK maybe again it's just that XI mentality I am accustomed to.

    Regardless, what about those who solo/duo and have leves to deal with? They desperately need crowd control due to having to take on multiple mobs at once, and God forbid you are a DOM soloing...
    (0)
    "I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris

  7. #7
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by LillithaFenimore View Post
    I think my issue with this is you shouldn't need two tanks o.o;. That just maybe the FFXI in me though. We always had back up tanks and some sort of enfeebler who would deal with the agro until the 1st mob was dead. When I think of a party I always think of XI set up. Tank (NIN or PLD), DD(WAR,BLM,MNK,DRK,RNG), Puller (RNG, THF, WAR), Healer (RDM,WHM,SMN, SCH), Enfeebler (RDM, and sometimes NIN), then that would leave room for one other of w/e I guess. And I know Monks and WARs and I think to a point DNC could act as a tank, but only as back up due to armor set up and subjob.

    However, this game is set up differently. We have that luxary of having two tanks, but if you are in a party, where I imagine pulling is the same as in XI, that you should have one mob, and hope and pray for no agro, then having two tanks to control the one mob sounds insane. IDK maybe again it's just that XI mentality I am accustomed to.

    Regardless, what about those who solo/duo and have leves to deal with? They desperately need crowd control due to having to take on multiple mobs at once, and God forbid you are a DOM soloing...

    that is jsut the ffxi mentality, it actually makes sense that you should have multiple tanks, at least sometimes, since all of the jobs can handle a monster to some extent. breaking off and fighting different mobs at once and reforming on the tougher mobs, is imo a good and interesting mechanic that allows jobs to also use thier versatility, and make combat less one dimensional.
    (1)

  8. #8
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Molly_Millions View Post
    take longer than what? last patch? that crap was broken as hell and the rate was (correctly) adjusted.

    AoE is not needed to gain the same insane amounts of xp pre patch, you just have to know where to go
    (0)

  9. #9
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    Quote Originally Posted by Krausus View Post
    lol so a thread is created complaining about how XP parties now take longer to earn xp in and you create a suggestion trying to slow xp down even more ><
    I guess I left out that EXP should/would stay the same per hour in this proposed action. So SE would have to boost the EXP earned per fight. Say they double the HP of monsters, would also double the EXP (simple example).
    (0)