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  1. #1
    Player
    Akujin's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50

    Ok, I've had enough of something, but does the community as well..

    Heavy.

    Specifically, on a mount, doing let's say, dailies in a Beastmen stronghold.

    I understand the purpose - aggressive mobs, you get aggro, a debuff you take to make you a bit more of a prime target. You can either hop off the chocobo and kill the mob, or sluggishly run away.

    However - WHY are there -NO- diminishing returns on this? I was just trying to complete a task for one of the dailies, as I sat there trying to make the drake do it's thing, an archer was attacking me. The interrupt was annoying, but without help that was just a matter of time before it would dodge if I spammed the move. What I noticed though was that it restacked a full dose of Heavy status - 8 times.

    So again, why are there no diminishing returns on this?
    (15)

  2. #2
    Player
    chocomaid's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    426
    Character
    Temis Altera
    World
    Odin
    Main Class
    Archer Lv 50
    Might due to avoid being able to run away scot free. Imagine a map that is filled with enemies every 2 meters. If there was a diminishing return on heavy, you will be heavied for the first 30-40 seconds and be able to outrun any mobs after that without any consequences whatsoever.

    It is annoying I agree, but the mobs themselves don't pose a threat to anyone anyway so either just keep running or kill them real quick. I'd wish for it to have a diminishing return too, well, only if enemies are actually poweful enough to kill me
    (0)

  3. #3
    Player
    Buddhsie's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    331
    Character
    Buddhsie Asura
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    When it happens, get off your chocobo and sprint. Or play a class that can cleanse it, like WHM, SCH, PLD(?), DRG...
    (0)

  4. #4
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    To be honest I cant think of one example in any game where the player characters had the same gradual resistance build up as monsters.
    (0)

  5. #5
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Lithera View Post
    To be honest I cant think of one example in any game where the player characters had the same gradual resistance build up as monsters.
    Poor Maid's Misfortune FATE in Upper La Noscea. The Couerl paralyzes you from time to time, but after the 3rd or so attempt, your character will "fully resist" the Paralysis.

    Same thing in Amdapor Keep with the last boss and the Disease breath.
    (2)

  6. #6
    Player
    Akujin's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    As Jungilee was saying, I've had it occur on other situations before, where if a certain effect (ie. poison, disease, paralyze, etc) hit my guy, the effect lessens till there is a full resist, before a full stack gets put on the next time. So I'm wondering if this is intentional, or if this was an oversight that has never been addressed because up until now no one has really bothered to say anything regarding it.

    To be honest, up until now I also haven't bothered mentioning it, because I understand it's purpose in the game. I'm not requesting it's removal, there needs to be some element of danger (even if the mobs themselves are pathetic), but the effects should be balanced across the board.

    Till then, if ever, I guess I'll start running dailies on a healer instead so I can esuna it off. Which, at the same time, also doesnt really help because you cant remount your chocobo/whatever if you have aggro anyways. Bah.
    (0)

  7. #7
    Player

    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    567
    Even esuna-ing that shit got annoying. Not gonna lie I quit doing dailies because I can't deal with this anymore :/
    (2)

  8. #8
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Sprint everywhere instead, it's almost as fast and you don't get 'Heavy' while on foot (well I never have anyway.)
    (1)

  9. #9
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    THIS WOULD BE ALL FINE AND GOOD IF THE MOBS WE'RE DANGEROUS!!

    But they're not, ever dangerous. I see what the intent is but it's NOT happening the way you planned it guys. The open world has ONLY trash mobs of varying hp stats about and killing them is NOT hard at all not even remotely so.
    If you want us to be terrified of the effect slow slapped on us then do something about it make those mobs 10 times harder.

    Right now this status effect is only even noticed because it makes traveling between areas a real pain when it happens.

    No once in this entire game have I or anyone else ever even noticed the slow effect being applied on us during battle because the easiness of these mobs makes that completely irrelevant status effect to deal with.
    (4)

  10. #10
    Player
    Akujin's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Seif, you do have a point, there's a slight reason for that though.

    You've been around awhile though so I know you remember the way the open world was in 1.0, there were places you simply couldn't travel into, at least easily, due to mobs that were IMMENSELY stronger than you were, some of which could easily one shot even the most stalwart of players.

    I do miss that element actually, while it was frustrating in some aspects because there was some places in 1.0 I really wanted to see, navigating around some of the mobs was rough. Should've joined my FC when they did a run for all of the aetheryte crystals before servers went down, ah well.

    But yes, you have a point, the open world is, once you hit level 50, not really a threat. A couple things they could do with this in the current system.



    I sincerely doubt they'll increase mob strength for a few reasons, but mainly there's nowhere in the current game world that really needs insanely powerful mobs guarding it.

    They could remove Heavy and replace it with a short Bind debuff. It ensures you literally cannot run away, or act in any way, let the current mob actually get a few hits in before you get released then start running away again. BUT, only if they include diminishing returns with that, so that after the 3rd Bind, you resist it completely and you should, at that point, be able to get away from the threat completely.

    But yeah, I do kind of miss the stupidly overpowered mobs that were in 1.0, it was always quite a moment of 'crap' when you start running past a level 10 mob then come face to face with a level 80 mob lol

    Edit: Add - Ah yes, the reason for that, because it makes no sense. It didn't really make sense in a lot of zones to have such insanely powerful mobs lurking around. In some rare cases it did, such as deeeeep into the Shroud, or in the really far depths of Coethras. But as I was saying before, with going past a lvl 10 mob, then you see a lvl80, the scale was drastically off. They have that scale balanced now, each region has a certain range of mobs. Until they open the world up further, I doubt we'll see any of those very powerful mobs for awhile. They could still do that in the future, just to give players a challenge if they want to try and take something down. I mean, even though a mob is lvl50 now in some instances, like Coil, realistically it should easily be level 80+.
    (0)
    Last edited by Akujin; 04-28-2014 at 08:45 PM.

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