


Yes, I know all the stuff you just said, which is why I proposed the solutions that I proposed in my "fix SP" thread.NOTHING gives you 383 sp in a party of 4 at rank 27 save for an easily-exhaustable quest mob set. You underestimate the inherent differences in sp that each type of mobs give at a given dlvl cap. The 35-39 ranges of mobs is a deadzone of sp per hour, because there are no options but low-sp yielding enemies. There are no raptors, efts, beastmen, eyes, peistes, fireflies, or the like. There are at best dodos, which are about the middle of the pack in terms of sp.
Ants give about 250 a kill, and are about your best bet. Ands are sub-par SP targets by design, but they have the most density by far.
Not every R35 mob gives the same amount of SP to a R27 player. In fact, the differences are huge.
The real problem is that field mobs are still too low a density for good sp per hour, and the dungeon mob sets, where density is appropriate, are very limited in target choices. The developers have limited mobs that give great sp to mobs that give great challenge, but then limited mobs that give great challenge to high levels. This essentially leaves all the **** sp field mobs to the lowbies.
We need more low level challenging mob sets at sufficient density to SP on them. Eyes. Raptors. Peistes. Bombs. Dogs. Elements. Beastmen. Fireflies.
Hopefully the R30 dungeons are levelling areas. That will solve this issue.


As long as we can move through the dungeons while exping (think normal FF titles/JRPGs or even Mobin mazes from XI) i'm fine. Standing in one spot pulling enemies all day wears thin after awhile.
That being said, there should still be some areas in the overworld that have dense clumps of enemies that people can go camp on if they like that sort of thing. Honestly that was my only problem with XI. Camp parties where you just stood around waiting for the puller, and sneaking/invising through every dungeon area, since it wasnt worthwhile or even feasible to take on enemies at times.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//


monsters should be monsters not like bug where you just stomp them. and they really need to toughen up them goblins make them scary like they were in ffxi. sure hope the new beast tribe add that sense of horror.


(Didn't read the OP, just the title) yes it makes sense for things to die so quickly. No matter what "level" you are, stabbing a rabbit with a sword will most likely kill it in a single blow. IMO, things don't die fast enough. How many times do I have to punch something in the head, using my metal fists of justice, before it finally falls over from brain damage?
Last edited by Dubont; 05-30-2011 at 01:55 PM.
Healer strike is ridiculously foolish and accomplishes nothing


Not sure its been posted before but:
[dev1027] Balancing of enemy attributes
[dev1027] Balancing of enemy attributes
Changes to enemy attributes and drops
I'd say that figures into increasing difficulty in line with the new battle/job system.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//


LOL! Thanks for keeping it lighthearted in here. :-D(Didn't read the OP, just the title) yes it makes sense for things to die so quickly. No matter what "level" you are, stabbing a rabbit with a sword will most likely kill it in a single blow. IMO, things don't die fast enough. How many times to I have to punch something in the head, using my metal fists of justice, before it finally falls over from brain damage?




that was not the bonus i was talking about, but ty for playing. when you get 4 members you get a bonus called a light party. when you get 8 you get another bonus. thank you please come again.no not that
people dont understand what a grouping bonus even is
YOU DO NOT GET MORE SP FOR GROUPING
the "bonus" as it is, is only to offset the penalty you get for having more people in your group to begin with
If a mob gives 100 sp solo, it does not give more for being grouped, it gives less
with no bonus itl give 50 sp
with the bonus it may give 80 instead
the entire people of the reduced sp is in fact due to the mob getting easier to kill
so a solo kill can be 300 sp, a 8 man kill can be 100 sp, the 100 sp reflects the mob being easier to kill in a group
hence why the mobs dont need to be made tougher in order to "reflect" the misinterperted bonus
wasn't the same thing said about balancing the nm's said right before they nerfed them?
Last edited by darkstarpoet1; 05-30-2011 at 06:20 PM.
http://crystalknights.guildwork.com/
that's the main difference with FFXI.
During PT in FFXI you can chat and etc. (ok not in the last 2 year with TP burn XD)
in FFXIV things are similat to GW, WOW and other MMO.
If you try to write 2-3 words sometimes you lost the entire fight XD
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