I personally dont see any problem in DoM kill faster than DoW. in the end the DoM are pure glass, they hit hard but easy break, I expect all mmorpg know this common rules ?
You're going in circles. The exploit favors sorcerers because they have AoE and would take more of a beating if they got hit, which is specifically what they're exploiting here. By asking for the same, you're asking to be able to take advantage of an exploit instead of for it to be repaired.
If mobs healed faster after you lost aggro, or took a dip in EXP, etc. then this wouldn't be an issue because head-to-head DoW take less damage than DoM. They can't kill any more mobs than you if they take hits and then die. How hard is this to understand?
Pete's sake, this isn't about an exploit! All I'm asking is for either DoW to come up to where DoM are now, or vice-versa. Of course I could go and aggro 6 wolves that are 3-4 levels below me, stand in the middle of them and nuke away. Bam, bam, bam, bam, bam, BAM! Three nukes, one Cure II and all is said and done. Thirty seconds tops.
I can't recall playing a MMO where a dps caster class couldn't AoE mobs down faster than a melee. They've always been able to put out AoE dps at a higher rate (usually alot higher..) than melee's. It's also why a mage has limited survivability when holding hate and is limited by the mp pool. If all melee's could keep up with the AoE dps of a mage (focusing on dps), then something is seriously broken. Exploiting the territories of mobs in XIV just makes this stand out more because survivability and running out of mp isn't an issue when you do it... so the 'fix' would be going back to the days where mobs don't deagro you unless you cross a zone line or die. Then mages would be forced to return to the good ole sleep(ga)/nuke(ga) methodology, for similar, albeit a little slower, results.
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