I agree with your thoughts and hope that 2.0 brings something a bit more challenging.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I agree, that if they add the one mob battles in addition to what we have, it would be super. But, as it stands now, the spam fest we face today, has no real strategy or mechanics, and is completely boring. Hey look at me pull 15 mobs and watch as blm's throw fire combos at it, and repeat process. wow, so hard :PPeople are so boring and keep suggesting one or the other on practically anything brought up on these forums. It's not black & white all the time.
Many people still see FF14 as a VERY slow game, the last thing we need is bland 1 monster battles with no mechanics or real strategy as the new standard.
Biggs.
After you die for the 12th time to a Djigga's poison or the 20th time to a Snurble's Dia you come tell me that DoTs on a player don't matter, or when your archer gets bound when he pulls an aggro by accident and dies because of it.
Seriously!
You do realize that very tough and incredibly tough monsters in FFXI were, a minimum of six levels over the player fighting them, correct.So, with the exception of mobs that are obviously higher level than the person fighting them, it has been a sad state of affairs when it comes to fighting most of the pathetic and unchallenging mobs that XIV has to offer. Whats even worse is the only mob that offers any sort of unique combat conditions in terms of strategy are the dodos. (i mean normal mobs here not bosses)
The gist of what you are saying is "Fighting Decent Challenge Mobs is trite and boring." To which I would agree, BECAUSE YOURE FIGHTING DECENT CHALLENGE MONSTERS!!!"
NEVER has a DC been an issue to fight when properly geared and subbed in FFXI, especially in situations that you would solo!!!!!
Why is this concept so hard to understand!? You are complaining about a field of monsters not designed to be engaged with in a group! Those that are, actually meet your demands.
If any sense is to be made of this constant complains "Whaah, there's no straggly with monsters that I can reasonably solo!" Is that monsters in raid or dungeon areas could use a flat level increase. And players who are seeking difficult and dynamic parties need to stop fighting things less than six levels above them (Idealy level 58 monsters.) The problem is, these monsters exist! They are avoided because the fights suddenly become 'too hard' for the average group to handle.
You are stating one thing and doing another. Complaining about the lack of challenge without seeking it.
As you level climb, do a solo leve 2 levels above yours and survive, if you can do that with ease, try three.
In parties, minimum of six levels above you.
You will see the difference. Attacking weak monsters and claiming there is no challenge in the game is not constructive thinking at all.
Really??? Seriously whats so epic about killing mobs that are level 50 or 52? Shit I can solo 8-10 mobs that are level 50. Alll FFXIV is, is a spam fest. There is no strategy, there is nothing in the open world it is zerg everything. There is no epicness what-so-ever in killing anything in this game. This game is easy mode plain and simple!!
.. are you even trying to fight monsters above your level at all?
Again, this is the equivilant of people complaining that Decent Challenge monsters are too easy, completely ignoring the even match, tough, very tough, and incredibly tough monsters all together.
Go to Northern Thanalan and take on the camps of 54-59 Diremites.
Or the southern tip of Southern Thanalan and tick off the 57-59 Sphere Doblyns (47,53).
If you've got a well geared group they should be manageable, but if you mess up, they're going to mess you up.
Last edited by Hyrist; 07-06-2012 at 12:19 AM.
Are to consider if you want single pull mobs with more difficulty are
Eastern La Noscea
Mor Dhonna
North Thanalan
West Shroud
Coerthas Central Highlands
The list goes on.
The levels for EP, DC, etc are different in this game.
You want to shoot for 60-69 type mobs or if you have a very skilled (powerful party) then go for the 70-79. If you want Epic but barely doable (there are videos of it being done) go for the Peiste mobs over in northern Mor Dhona. The levels range and how tough they are is different for sure. I would love to see your videos of destroying every mob and wiping the zone in the Mor Dhona region with ease. (please send the video)
These are doable mobs but you pull them 1 at a time. It is possible with a little effort to pull 1 at a time without link but not always easy at the 70-79 range. You want doable 1 mobs at a time with high risk that requires serious skill these upp levels are your goal.
If you want a more casual challenge with risk that you want to pull 1 at a time you want the 60-69 range.
If you want just something in your level region that you just simply cannot AOE pull and yawn, try Vilth Legion. Yes those are easy but you won't pull most of the camp in 1 shot, they fight back.
Another area is to farm the Magitech mobs, with a good party this area is farmable in small groups with a well skilled party. These you do pull in groups but have to use group management to get the magitech down and not get clobbered by the other mobs.
The challenges do exist you just have to seek them out. You cannot blame SE because you pick the EP mob and then nuke them down with a set of well geared BLMs. That is no different than clearing an area with a bunch of Samurai and pretty much no risk and saying why can't SE put in a mob with a challenge.
If you want a challege go see out a challenge. I don't want FFXIV to become the FFXI 1 mob game, however SE has already offered you the option of doing just that (with these higher mobs) while leaving the smaller groups to those that want it.
Enjoy your adventures in for now and look forward to the new ones in 2.0
Last edited by cloverkitty; 07-06-2012 at 12:19 AM.
I don't. Trash mobs aren't supposed to be challenging unless you're reaching for a too high level monster. It's raid / dungeon / boss monsters and NMs that are meant to be challenging.
I don't think people are thinking of the consequences of making EVERY monster hard in the game. Especially economically.
It'll become impossible to effectively farm several existing Leatherwork camps for one. That will spill over into price inflation for every corresponding item. You can't simply 'adjust drop rates to compensate' when the situation becomes far less survivable for many classes. As it stands in the Raptor camp, mages are required to farm the lower level ones in order to survive, and you have to be a crafty lancer to manage the higher level ones in groups - which are typically restricted to Monks and Warriors due to difficulty.
And none of this addresses my previous ideas in the least - why not simply make CONTENT designed for groups? Things like training Leves or smaller dungeons that are designed to give a sense of in depth combat for parties.
You have to balance field monsters for solo content and economic needs - not just the desire of a few old dogs wanting the, heh, 'glory days' of FFXI.
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