Quote Originally Posted by Mug View Post
Well if each hit gave you SP, that would have worked.

Back then, I'd sometimes end up with 15 SP after killing a mob if I went all out. Using weaker attacks would give me less SP per hit, but it also gave me more chances to actually get SP.
this was the short term situation, first of all if one proc would only give you 15, you were probably fighting something too weak, also over time youd notice you get more sp even if you got 0 on one mob going all out. we tested this measuring sp gained per hour, the number was surprisingly consistent, non stop murdering was noticably more. fighting tougher mobs was noticeably more.
I think it needed tweaks, in that there should have been a minimum base sp per kill, and they should have had a mode for shared SP. But that is the past, they could work with this system, but thier current poor sp rate per mob species (some mobs are harder or easier to kill, sp gained should refelect this) and 10 level cap, totally ruins any form of strategic combat/rewarding/skillfull combat because with 4-8 people something 10 levels higher than you is almost always a complete joke, and requires only token effort.
the SP reward system is the reason why people think battle sucks, they play pressing 1 1 1 1 1because its good enough, they think that cure on sub is overpowered because although a con might heal for twice as much with the same spell, no one needed twice as much cured.

They have people who are level 49 doing behests, who dont even know to attack the red monsters, to attack the active monsters before the passive, and not to do aoe WS when they are surrounded, and it makes virtually no difference because the monsters are too weak to pose any threat to 8 people of that level no matter what happens.

the battle system isnt going to solve anything without major changes to the SP system, unless the major change to the battle system is to make everyone about 50% weaker. which may in fact be the plan.