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  1. #1
    Player
    RichardButte's Avatar
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    Mar 2011
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    Richard Butte
    World
    Hyperion
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    Machinist Lv 90

    [Suggestion] Fix monster difficulty gradient for normal and leve monsters

    The current difficulty gradient for monsters is completely out of whack.

    For example, there are some red mobs that I have no problem killing. There are other red mobs that annihilate me. The game needs to do a better job gauging my capabilities and correctly informing me of a mob's difficulty.

    Levequests have their own gradient issues. I can't count how many times I've selected two stars and found the mobs are all red and destroy me. Then changed it to one star to find the mobs are all blue and complete pushovers.

    The system should be as follows:
    Blue: not worth fighting. No exp from fighting it.
    Green: worth fighting. Still easy. Green means "go".
    Yellow: a bit above your level. Mildly challenging.
    Orange: five levels above you. A very hard fight.
    Red: you will die.

    But as it stands, I can still kill many red mobs and I seldom ever see green-orange.

    Please fix this, SE.
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  2. #2
    Player

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    Uldah
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    13
    I totally agree with RicharButte on the guildleve gradients. It's so damn annoying. However, I do think the difficulty for roaming monsters is accurate, it is almost the same as FFXI. I do remember them saying that there are darker shades of red, the monster being more difficult the darker it is. This is sort of like FFXI. If you saw a monster that was Incredibly tough, whether it was 10 levels above you or 30 is irrelevant, it will still show as IT and therefore should not be engaged solo. So, it really depends on the level of the monster when it comes to difficulty.
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  3. #3
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    RichardButte's Avatar
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    Richard Butte
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    Quote Originally Posted by Gimmecat View Post
    I totally agree with RicharButte on the guildleve gradients. It's so damn annoying. However, I do think the difficulty for roaming monsters is accurate, it is almost the same as FFXI. I do remember them saying that there are darker shades of red, the monster being more difficult the darker it is. This is sort of like FFXI. If you saw a monster that was Incredibly tough, whether it was 10 levels above you or 30 is irrelevant, it will still show as IT and therefore should not be engaged solo. So, it really depends on the level of the monster when it comes to difficulty.
    There are darker shades of red?

    Hmm, I never knew that. I wonder if my crap machine has anything to do with that...
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  4. #4
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    I spent like 3 minutes trying to kill a normal green monster once. It made no sense. (Especially with regards to reality: one stab with a spear and any "normal" squirrel would be dead.) A lot of monsters seem to be tougher than they need to be outside of leves. Then, inside leves, as said, they're impossible to gauge based on colors.
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  5. #5
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    Limsa Lominsa
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    I and my adventuring companions, what few are still around anyway, have noticed and remarked on this exact issue as well. The difficulty difference in leve monsters one sees from +/- 1 star is far greater than it should be. It's frustrating to have what you're fighting in a leve always be either too difficult to kill, or too trivial to be any challenge.
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  6. #6
    Player
    RichardButte's Avatar
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    Richard Butte
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    The other issue is that I almost NEVER see mobs that are green, yellow or orange.

    It's nearly always blue or red. :\
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  7. #7
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    Seriously, you shouldn't be able to solo a red monster unless you are extremely good AND get lucky. Also I dislike how you can literally go from rank 1 to 50 in one zone. Where's the fun in that? Even less incentive to explore...
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  8. #8
    Player
    Sigmakan's Avatar
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    Character
    Sigmakan Kaph
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    Hyperion
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    Ninja Lv 80
    There is only so much of a gradient possible just 5 different difficulty levels. I think they are done pretty well to be honest. There have been several times where I've said to myself "wow, thats a big jump between *insert star* and *insert star*" The fact that there is a noticeable jump between star difficulties is a good thing and actually indicated that they are working.

    In regards to the color of the mob-con icon, it takes into account your party, not just you, so this often skews the color. I really wish it was just based on your level.
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  9. #9
    Player
    RichardButte's Avatar
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    Richard Butte
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    Quote Originally Posted by Sigmakan View Post
    There is only so much of a gradient possible just 5 different difficulty levels. I think they are done pretty well to be honest. There have been several times where I've said to myself "wow, thats a big jump between *insert star* and *insert star*" The fact that there is a noticeable jump between star difficulties is a good thing and actually indicated that they are working.
    I'm sorry, but if 2 stars is unbeatable and 1 star is loleasy, the system isn't working.
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