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  1. #1
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80

    Your Idea's to tweek the game in the new battle system.

    Two things to get out of the way before we begin. Please don't post if your going
    to QQ about being nerfed in anyway. It's called balancing and the game needed it.
    Also please don't QQ about auto attack. I loved the idea of the action based combat
    but let's face it. it just was not going to work in this engine and net code.

    I would like to start with tweeking the lvl cap for EXP. (not going to use the SP term
    because it's going away anyway). As we all know the LVL cap for EXP is 10 lvl's higher
    then your current lvl. I would love to see the cap get raised to 16 for a light party and
    24 for a full party. with the max exp for per kill for solo - 3 player party around 400 exp.
    4-7 players around 600 and full party 800 exp.

    I believe a full party fight on a mob 24 lvls above you should last 1-3 minutes be somewhat
    challenging. Even if your killing at a rate of every 3 minutes that would be 20 mobs and hour
    for 16,000 exp. Solo fights @ 10 lvl's above should be lasting 30sec- 1.5 minutes should net
    about 40 mobs and 16,000 exp and hour. I know you may be like they are the same that's not
    right. But remember, this is base EXP no light party / full party Modifier and no exp chain.

    all that should stand in line for SE's position of being casual friendly which honestly they
    are right in having. I have more idea's on Behest and Leve's but going to post this now to
    get the ball rolling. Do you have anything to add?
    (2)

  2. #2
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    The EXP/SP cap being mob levels 10 above player rank is very strange, considering every class can solo a mob 10 ranks higher. When you have a party grinding these 'optimum' mobs, it's 3-5 second fights, 90-130 sp, and respawn takes ages.
    The mobs are too easy. I'm all in support of raising the cap to providing some kind of [excitement].
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    I think right now the 'small' tweeks I'd like (to clarify, I don't think these are small jobs, just small compared to the MASSIVE amount of work that needs to be/is being done) would all revolve around the keyboard controls and decluttering the menu system.

    There are so many confirmation boxes and things, it makes me totally uninterested in crafting, I only did it through leves following the introduction of that option to repeat a recipe (although you can't do it outside of leves last time I checked? Why??).

    In addition to that, some options to change the style of menus would be nice, like getting away from that nasty blue boxing and having an option to make them transparent at least to some degree.
    (2)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    500
    i dunno what happend to self buff enmity generation, but after spamming various skills during a fight i noticed that they don't produce any hate at all anymore, which they actually should.
    also they gotta find a better balance between hate producing skills.
    Provoke, Taunt, War Drum, Warmonger and what not are skills that have long cool downs, and as that should produce alot more hate then magic that can used multiple times at the cost of a very low cool down timer.

    Tanks are fine if they can deal a portion of damage on the enemy throughout a long battle, but i noticed yesterday that during NM fights like the buffalo, if you don't bring a second tank or multiple mages to share hate the tank has a hard time holding the hate.
    he get's healed consequently multiple times during the fight, but can only use hate producing skills every 30-60 seconds (some even have longer cooldowns) and tend to lose the hate rather quickly.
    throwing in buff skills like Rampart/Sentinel/Aegis Boon did nothing at all, and so we had to watch our mage die, trying to heal himself, producing even more hate, making it even further impossible for the tank to get it back.

    and as far as i know, players taking hits from the enemies doesn't remove their hate aswell, which it actually should.
    a tank taking less dmg should hold hate better then a tank taking alot of dmg.
    (1)

  5. #5
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by EdenArchangel View Post
    The EXP/SP cap being mob levels 10 above player rank is very strange, considering every class can solo a mob 10 ranks higher. When you have a party grinding these 'optimum' mobs, it's 3-5 second fights, 90-130 sp, and respawn takes ages.
    The mobs are too easy. I'm all in support of raising the cap to providing some kind of [excitement].
    This was my thinking also. It will make the grind more interesting and with the current MP usage challenging. I do believe they went a
    little over board on the mp cost. It's not as bad as it's been made out to be. Just last night me and my wife started to open world grind
    on low lvl jobs. Granted it was on rank 10 jobs. The high exp lvls on lower lvl jobs is still in effect after the patch. which is a nice thing.
    we did lvls 10-16 in just under 2 hours. Getting a max of 670 exp I believe. ( anybody reading on, I'm calling SP, EXP ). we would have to
    MP recharge about every 4-6 mobs, depending on the level of mobs we were fighting.
    (0)

  6. #6
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Sephr View Post
    I think right now the 'small' tweeks I'd like (to clarify, I don't think these are small jobs, just small compared to the MASSIVE amount of work that needs to be/is being done) would all revolve around the keyboard controls and decluttering the menu system.

    There are so many confirmation boxes and things, it makes me totally uninterested in crafting, I only did it through leves following the introduction of that option to repeat a recipe (although you can't do it outside of leves last time I checked? Why??).

    In addition to that, some options to change the style of menus would be nice, like getting away from that nasty blue boxing and having an option to make them transparent at least to some degree.
    Totallly agree. and you would think the menu color would be tied to chat box color. +1 like to your post
    (0)

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Haibel View Post
    Totallly agree. and you would think the menu color would be tied to chat box color. +1 like to your post
    Heh, well thanks for that, but I did realise after this is specifically about the battle system so apologies for derailing a bit :s
    (0)

  8. #8
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    I get around 300 SP in a party for mobs. Grind off better mobs.

    And a cap of 24 is a bit ridiculous, we don't really need R10's zerg rushing Coerthas >_>

    EDIT: Actually that would be pretty cool looking...but not practical >.>

    Easy mobs to kill aren't good SP. Mobs that are nearish your rank and hard to solo are good SP. That's how it should be.

    As far as what I think need tweaking, MP costs could be lowered a little bit while casting times on spells could be lowered. Delay on weapons should be a bit lower as well with reduced damage/TP generation, just to make combat feel more active (because waiting 3 seconds is not active).
    (1)
    Last edited by SuzakuCMX; 07-25-2011 at 11:54 PM.

    Peach Parfait/Khulan Angura on Gilgamesh

  9. #9
    Player
    Synthesis's Avatar
    Join Date
    Mar 2011
    Posts
    642
    Character
    Green Green
    World
    Ragnarok
    Main Class
    Archer Lv 20
    level cap would be fine +/- 10. I think no more is really needed.
    (0)

  10. #10
    Player
    Kafeen's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Valega Kazenoko
    World
    Excalibur
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Haibel View Post
    I believe a full party fight on a mob 24 lvls above you should last 1-3 minutes be somewhat
    challenging.
    I believe fighting mobs 24 levels above you should result in a lot of dead adventurers.
    (2)

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