Quote Originally Posted by Gidonoidon_Sur View Post
My issue with experience point parties is the monsters don't last but 5-10 seconds. You are lucky to get an action or two off before it is dead. Reminds me of Dynamis in FFXI. As a result, parties rarely involve strategy or challenge, rather the entry obstacle of actually finding warm bodies to fill your slots (giggity).

I would prefer a hybrid between XI and XIV in which fights would last longer but not as long as they did in FFXI. Could accomplish this by increasing monster HP significantly. That way, combos, and strategy can actually be involved in party play. At least in FFXI, party play mechanics would train you to use your job in end game settings.
My thoughts exactly. The best solution for now may be to increase monster HP while also lowering it's attack power. This will make fights a little longer without putting the tank and healer in a stressful position. Exp and chain timer should both be proportionately increased to make up for the increase in mob HP.

Alternatively, monster strength could be boosted significantly (with proportionate boost to EXP) to where a typical party would only be able to take down one monster a time allowing each member ample opportunity to combo and perform battle regimen when re-implemented. Monsters would have to be spread out to where pulling without links would be possible. This set up would be similar to FFXI-style partying.