Quote Originally Posted by Soukyuu View Post
There is a lot of (deliberate?) misunderstanding going on here.

- Longer fights don't necessarily equal slower leveling, all SE has to do is raise exp per mob while making said mob tougher.
- People saying debuff classes would be useful in raids miss the fact that to be able to participate in raids those playing the class would have to leech themselves from 1-50, since debuffs are useless in normal partying as it is now

Two flaws in this argument.

The first assumes that longer fights, by default, equate to more enjoyable combat. In regards to the context of the argument, which is farming field monsters for EXP, this isn't true - as evidenced by the behavior in FFXI. The long fight process was long ago abandoned by the faster killed monsters and the relative safety of low HP mobs. Longer, safer fights actual makes fighting fatigue quickier because there's no engagement. Just grind away at mob 1 until it does, then move onto mob 2.

Castra Novum was successful because it alternated the kinds of monsters between the more difficult, and the fodder kind. There were still enemies that died or were severely injured in the first wave of a BLM group nuking - but what made the fight more intriguing were the ones that survived, and made life hell on the BLM for going all out without paying attention to their targets.

The second issue assumes 2 majorly flawed things. 1. That the debuffer class deals no comparative damage in fast killing situations. (Which would be a false implication considering that the enemies would still be just about as weak to them as they would be to any other class.) And the second major flaw is assuming that the debuffer class would need to leach anything to get to 50, in this game's solo-friendly environment. We've already JUST ended the discussion about alarmists worried that leveling is going to be too fast, and now you're going to inverse that statement because it aids a different arguent? Sorry, can't have cake and eat it too. Either leveling is fast and it supports classes like these, or it's not and you have this porblem. All indications point to the former.

In either case, these issues aren't overlooked, they're previously addressed. In fact, you arguments suffer from the uniting flaw that it completely neglects solo. You want monsters that are harder to for groups in the normal field, you do so at the direct loss of solo play, and at the direct neglect of enemy strongholds - which are developed specifically for group play.

If I go do a level 30 leave at level 30 with a bunch of my friend the same level - I cannot by reason complain at the ease the leve is completed. If you're seeking longer fights, seek harder monsters. They are out there, and they are avoided for the same reasons why people often solo their classes - they'd rather not have to depend on other for their day to day character training.

Again, there are other ways to accommodate this desire for more dynamic combat, some of which I've already listed in this thread. Do not touch field monsters.