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  1. #1
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    I hope those items/spells stay out of the game. I prefer the method we had of avoiding aggro in 1.0, walking past sound and behind sight.
    (13)

  2. #2
    Player
    Mamba's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    414
    Character
    Lily Spider
    World
    Odin
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by KiriA500 View Post
    I hope those items/spells stay out of the game. I prefer the method we had of avoiding aggro in 1.0, walking past sound and behind sight.
    I liked the sneak and invis. spells/medicine in FFXI.
    U know in FFXI you could also avoid sight aggro monsters by going behind them, still invisible was great when u just wanted to run through a zone (just to find out that one of them was infact a sound aggro one or a true sight... lol).
    I don't think one way of going around mobs should rule another out.
    (1)
    There is a little Monkey in all of us....

  3. #3
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Mamba View Post
    I liked the sneak and invis. spells/medicine in FFXI.
    U know in FFXI you could also avoid sight aggro monsters by going behind them, still invisible was great when u just wanted to run through a zone (just to find out that one of them was infact a sound aggro one or a true sight... lol).
    I don't think one way of going around mobs should rule another out.
    I agree they were nice to have in XI. I do, however, feel that players became too reliant on them. You HAD to have them to get to certain areas, and unless you were a mage, you had to buy/craft the items, which was costly.

    Speaking as a player who never had a decent amount of gil, Silent Oil/Prism Powder were a huge pain for me. To make matters worse, when I would actually have some...there would be times when the effect would immediately begin to wear off right after using it. That mechanic can go straight to hell.
    (5)

  4. #4
    Player
    KiraHime's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    91
    Character
    Kira Hime
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by vax View Post
    I hope they add it, will be a nice add for those alchemist too.
    They need to first overhaul the entire universal cooldown system on potions for ALC to stand any chance with potions. As 1.0 cooldowns made them unfeasible to count on for anything approaching regular use

    Quote Originally Posted by KiriA500 View Post
    I agree they were nice to have in XI. I do, however, feel that players became too reliant on them. You HAD to have them to get to certain areas, and unless you were a mage, you had to buy/craft the items, which was costly.
    Aye Sky was a nightmare for this even as a RDM i always had to have at least a stack of both on me.
    (0)

  5. #5
    Player
    Ricky's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by KiriA500 View Post
    I hope those items/spells stay out of the game. I prefer the method we had of avoiding aggro in 1.0, walking past sound and behind sight.
    Unless they completely block passages/hallways with large groups of level 90ish mobs like they did in 1.0
    In 1.0 you just levleed Paladin instead of using these items!
    (0)