I get you, but that doesn't really answer my question on why trash mobs should be more powerful other than for its own sake.
I get you, but that doesn't really answer my question on why trash mobs should be more powerful other than for its own sake.
See this would make sense if the game frequently used real world logic to dictate its mechanics, but it simply does not. This is not the reason they've included Heavy.I see no problem with heavy/slow. If someone stabs you in the leg with a spear, you're not just going to up and run away. If someone hits you with fire, you're going to just not run away. You're going to be on fire and burning to death and the pain is going to slow you down. Being hit with water is going to cause whatever you're wearing to get heavier as it takes on more water, causing weight, therefore slowing you down. The only exception is Wind spells.
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Heavy exists to incite a feeling of unease when traversing the world. This allows mobs to be somewhat intimidating even when you're zooming past on your Chocobo. It adds character to the space, demanding players carefully plan their movements to avoid gaining too much attention from enemies. At the same time, it serves as yet another time sink, which MMO devs absolutely adore.
The problem with heavy is that it's too transparent in its intentions. We don't fear running by enemies because we feel threatened, but rather we fear wasting our time having to deal with HEAVY. It's a cheap way to elongate travel and it's plain to see.
What's the alternative though? Taking double damage from mobs while mounted isn't a good solution - you're still just going to run through and because of your increased movement speed you won't take THAT much damage. Perhaps 3x or 4x damage, but then you risk it feeling too cheap and encouraging players to sprint through those sections on foot. Granted, I haven't read the entire thread for all the suggestions but the problem is trickier than one might think.
Either way, heavy is inelegant and cheap.
Last edited by div033; 02-03-2015 at 01:35 PM.
Do you really need a reason? it more or less makes the world more engaging outside of dungeons as well as beast tribe quests, so actually traveling from A to B (in high level areas) can get you killed if you aren't careful. As i mentioned though once you get to a certain Ilvl things will obviously get easier but the mobs are even weaker than that.
It wouldn't feel dangerous to me. It'd feel incredibly annoying since a quest that could take 10 minutes tops now take another 10 minutes from me either fighting things needlessly and getting nothing in return or resorting to Sold Snaking everywhere just to save a few minutes. Dangerous mobs don't feel engaging to me if it's something you'd have to deal with every single time you have to do something. For someone who is not maxed out, the paltry EXP might be worth it, but once someone hits 50, they want to ignore everything and have the option to do so rather than being forced to engage.
Yes please
Literally no one is or has suggested they be littered everywhere. They shouldn't disrupt the low-level questing experience whatsoever.
The current maps could get some extensions/tweaks to squeeze in new dangerous beasts/corners/territories.
Some FATE's or NPC's or Questgivers could be shifted around as necessary.
There are ways of adding to the open-world without harming the lower-levels or even forcing the higher-levels to engage.
Heavy can now be kited. How to do it, anyone that gone past the good ol' gw times, will know.
Ran all over Zan'rak to the Ifrit Aetherite and never got it, even had aggro everything there. Hell, it were missing only the critters to run to me.
Unless I were superlucky...
I love the heavy until i got the status :/
Damn Sapsa, 5 heavys in a row is not enough to stop me!!!
Again no heavy...
Try to strife left and right while running, it may be heavy requires you on the back and when you trife you are about 45° from caster line so it misses. But will be nice have confirms.
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