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  1. #21
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Daniolaut View Post
    -REAL TREASURE you can even put it after the final boss, where if you keep going you can obtain a chest that drops 2000+ gil PER player, or that drops darkmatter like in 1.0
    All those identical BLMs around the ul'dah aetheryte are going to be very happy if this is added. That gil bonus will quickly become worthless as this drastic increase to the gil fountain will cause massive inflation.
    (0)

  2. #22
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    Quote Originally Posted by Leigaon View Post
    Alternate routes with additional rewards would be wonderful.

    ...

    Though then again how many times would parties argue over which route to take..in the end the tank will run where he wants to go and usually most will follow. Let the games begin.
    All the requests for different routes. Sounds a little like Coil 1 Turn 2. Got 2 different "main" paths, and still most groups seems to not really go the beneficial route for their party makeup. Here's a hint. NIN don't like the "melee" path (left) but rather go with the caster DPS right. Sure, no different rewards, and with our inflated gear and Echo it doesn't matter anyway. And a tank with full STR accessories, they like the right path with the casters as well.

    No matter what SE adds, people will AOE zerg brute force their way through, slowly eliminating the new variety of tactics until it is still all the same as we have now. As it was in WoW forever. Rogue sap? Mage polymorph? Hunter traps? Priest undead root? All ignored to the AOE zerg. Basically, crowd control and tactics are a waste of everyone's time, so everything, no matter what, will be boiled down to the same mush. If you are not hitting an AOE ability (besides AOE sleep), you are doing something wrong. And that's just sad.

    LotA. First room. The elemental things, and the 2 Valefor. Let's say if you also agro Valefor it greatly buffs the elementals. Deadly when everyone first stepped in there weeks after release. Now? AOE zergfest. Anybody new coming to play? They will see it boiled down to the same mush, and they will never see the new tactics or mechanics. They will never realize that there IS a lot of different things to the game, the players just plow through and makes it all look the same. Just like Coil 1 Turn 2. How soon was the Enrage method the standard, tank and spank with no new mechanics?
    (0)
    Last edited by Mykll; 02-08-2015 at 05:54 PM.

  3. #23
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I was thinking about that how things just reduce down to aoes that burn my eyesight. Mind you this is just throwing ideas out there. But maybe they need to boost the enhancements these mobs can get. Reduce the amount of monsters per "pull" but let them have enhanced buffs and debuffs..if two mobs use the same party buff it gets enhanced by potency and resets duration like how the poisons stack. Or take something like re-doing shock spikes. First gives the buff to the entire pull monsters. Then if another monster is pulled and uses it, it gets enhanced to shock spikes 2 for more damage and add in that lovely paralyze.

    Mix and match certain enhancements and maybe can mix and match our AoE vs Single target usage. Force people to make sure a certain mob goes down first then can AoE the rest if needed, but if you pull too many you risk the monsters being really super charged to the point where i'm sure someone will come in and complain. If a monster casts regen on itself and you pull it in a large group, then the same creature type but from the different pull set does it, resets the pulls regen and enhances it.

    But in return a lot of other things need to happen. I might get in trouble for this but how wonderful would it be if skillchains and MB's were brought back but only usable by the mobs? Or a beefy roaming mob could possible start a battle regimen on the tank, not doing so much damage but doing some nasty debuffs that can spread to the party but also of course more dmg. If they know the giant Ram wandering about is about to aggro and can do a move that the other mobs can possibly link to in order to create a damaging aoe on us, might force the AoE's to hopefully focus on that one guy..then mix and match our aoe's and single targets again.

    Of course as ilv goes up can't change much of how it will turn out. I believe it's inevitable that we will reduce a run to nothing more than spamming AoEs..just thinking of ways to delay it.

    If you mix that up with alternate routes like what was suggested, boosting the elemental dangers, could be fun. Or maybe I just created a healers nightmare where a tank pulls 6 mobs and they do an AoE light SC that spreads bad breath to the entire party..twice..doubling the potency.
    (1)
    Last edited by Leigaon; 02-09-2015 at 11:02 AM.

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