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  1. #71
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Tonkra View Post
    its therefore that you cant escape that easily from mobs. dont you get the point of it?
    The problem is that it's not accomplishing that point. Heavy doesn't make it harder to get away from the mobs, especially if you're mounted anyway. I've never stopped to fight a mob just because it cast Heavy on me. You still just run on past, it's simply that you run a lot slower as you go past (then continue to run slower long after the mob forgot about you entirely).

    The limited range within which mobs will follow you makes Heavy worthless in a chase situation where the mob hopes to catch up to us. Its usefulness lies in the opposite direction, when a ranged fighter wants to prevent his opponent from approaching into melee range. Neither escaping while chased nor approaching into melee range can be avoided, but either can be delayed a little bit. The thing is that there's no point in simply delaying the former, whereas delaying the later can be quite useful.

    So the mobs that are using Heavy are using it badly. That's why it fails to make them any more dangerous and just makes them annoying instead.

    If SE wants those mobs to have something that will concern players passing by them, it should be a ranged attack that does some real damage. Or perhaps a skill that knocks us off our mount, as that would be far more likely to result in actually fighting them than a slow effect does.
    (6)
    Last edited by Niwashi; 12-24-2014 at 05:48 PM.

  2. #72
    Player
    MyKotoShi's Avatar
    Join Date
    Apr 2011
    Location
    Eorzea―Gridania(Wutai) Vana'diel―Bastok(Lakshmi)
    Posts
    399
    Character
    Kohana Iroha
    World
    Sargatanas
    Main Class
    Astrologian Lv 74
    http://forum.square-enix.com/ffxiv/t...-Chocobo-Heavy

    My post, less popular for some reason, some of you are turn-coats lol.....
    Anyway there's my stance.
    (0)

  3. #73
    Player
    BigPapaSmurf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Piper Bell
    World
    Coeurl
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Niwashi View Post
    The problem is that it's not accomplishing that point...
    That's exactly right. If the world had some teeth, that would be one thing. Right now, it only serves as an irritant.

    I'm surprised SE hasn't made hardly any open-world changes.

    Would've liked to have seen some packs of elite mobs move in to certain areas or set up new camps or something.

    A lot of the Beast Tribes used preexisting mobs spare a few added FATEs here or there.

    FATEs aren't the same as implementing deadlier portions of the overworld.

    Mobs with farmable drops for crafting & the like even.

    Or that need to be cleared to reach harder fishing locations or gathering nodes.

    Or that're in the way to a rare-spawning elite Boss FATE.

    Or that're in the way of harder Map Spawn Locations.
    (0)

  4. #74
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,474
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    errr In ffxi you are 100% safe while mounted, no heavy, no aggro at all until you dismount.

    And areas with no mounts allowed ,you have spells /potions to navigate safely if you choose to..IF you prefer to fight 4 mobs every inch () then you are free to choose that. There are true sight/sound mobs in no mount zones that add enough "challenge"

    Much prefer xi design in that regard.

    Heavy is just annoying, VERY annoying, dismounting is even worse..

    Could never agree that getting dismounted every 3 feet is in any way,shape or form, fun or "challenging" but it certainly qualifies as utterly nauseating
    (2)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  5. #75
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    Please remove the stupid heavy status while mounted. It's annoying and stupid. We have mounts in this game for a reason and that reason is not take them out in Mor Dhona for showing the off. What's the stupid logic behind this? Who was clever enough to punish players for daring use a mount? It's been a year with it and they still didn't do anything about it. Some things in this game are so stupid and annoying and they are so easy to be fixed.
    (1)

  6. #76
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Other mmo:s have that same effect like wow mobs will daze you if you are running around while mounted. The best thing was is blade and soul, there was the mobs that knock you back(like the frog with unlimited tongue skills) every time you tried run away, there was no way escape it if you do not killed the current mobs.
    (0)

  7. #77
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    I have noticed its been adjusted. It used to be any mob that did anything to you would induce heavy. Now its less likely to do it on the first hit. I can actually run through some mobs attacks and keep going. Not the perfect scenario you guys are asking for but it is being adjusted. I think, rather than heavy, just knock us off.
    (0)

  8. #78
    Player
    GhibliTheSW's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    65
    Character
    Sirocco Occoris
    World
    Balmung
    Main Class
    Machinist Lv 90
    No.
    10chars.
    (0)
    What's better than a 9th Dan? A 10th Dan.

  9. #79
    Player
    Deviant1's Avatar
    Join Date
    Mar 2011
    Posts
    154
    Character
    Deviant One
    World
    Hyperion
    Main Class
    Paladin Lv 60
    i think heavy should be removed. There is no legitimate reason that every single mob should have the same ability. Or at least make it if your 30 ilvls above the mob, it wont agro.

    Seriously, what are these mobs thinking?
    "Oh there is some uber BLM running through my land that can 1 shot me... Oh i know! Let me piss it off!"

    Also if it must be there, then it should have the same limits as our abilities. Get hit the first time for 20seconds, then the second for 10, etc. or at least doesnt reset itself.
    Nothing more annoying then heavy effect duration: 3..2..thwack..19....
    (2)

  10. #80
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    I think it'd be interesting if the Heavy effect came with a stacking Vulnerability Up debuff. The more often Heavy procs, the more damage you take. Upon getting hit, the traveler needs to decide carefully whether they want to keep going, or dismount and deal with the mobs before the vulnerability gets out of hand!

    Quote Originally Posted by Teryaani View Post
    With the patrolling fortune tellers there, you're going to aggro something. I've gone through the zone without being heavied. That can be done, especially if you take advantage of LoS breaks of which Zahar'ak has many. Deeper in Sapsa though? Forget it. I'm sure people have gotten through that area without a heavy on them, but I can't remember ever doing it.
    Actually, as someone who used to fish regularly at the Reaver's Hide for maps, there's a path through Sapsa to the Leviathan Aethercite that will typically get aggro from no more than one mob along the way (possibly two, depending on the way another mob is facing when you ride past). You can still get gravitied by it, but that's still better than Zahar'ak. Most of the Sahagin guarding gates, you can slip in from the side and avoid detection. It's not at all unsual to avoid getting Heavy by taking this route.

    I can try to describe it:
    - Halfstone: All the mobs here are evadable, though sometimes the ones who patrol will be positioned and facing in inconvenient ways.
    - Entrance to Sapsa: Hug the right wall, and the first gate guard won't catch you.
    - Past the first tunnel: Bear left and enter the closer gate into the narrow tunnel, rather than bear right and enter the farther gate leading to the wide-open area. The guard at the bear-left gate is pretty much unavoidable. This is your one guaranteed aggro.
    - Ride through the tunnel: At the end, turn right. Patroller at the end of the tunnel MAY be facing the wrong way, and is the possible second aggro.
    - Exit the tunnel: The tunnel exits at another gate, but at an angle where you can slip behind the guard.
    - Open area: Hug the left wall. There are some patrolling Elbst here which may aggro you, but as they have no ranged attack they're not a big deal. Hugging the left wall, will let you slip behind another gate guard.
    - Reaver's Hide open area: Bear right to skirt around the aggro range of the two conversing Sahagin.
    - Whelk Ballistae: Ride to the left of the Whelk Ballistae. The Sahagin tenders of those Ballistae are all facing right, and won't detect you. By hugging them close, you can slip behind the Aethercite gate guard.
    - Aethercite: You made it! Time to fish!
    (0)

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