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  1. #1
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60

    Respawn Rate / Links / Crowd Control - adjustments incoming?

    While we still have a little bit of time to learn how the new battle system works out. Right now these are my main concerns with EXP parties:

    the number of Linked mobs.

    The lack of access to early crowd control

    and the respawn reset timers.

    while they were a minimal issue in 1.19 (especially at higher levels) because of the abundance of AOE skills in 1.20 things really change.

    First and foremost:

    The lack of early access to crowd control.

    This really makes it difficult to manage a link or an add from a respawn.

    Mages don't get sleep until Con: 50 and THm: 42. Why so late in the game? Those skills should be around low to mid 20's when EXP parties start to become more popular over Leve Quests.

    Gla does not have reliable multi mob hate managment until 48 when flash becomes AOE. Wardrum which is a reactive ability is learned at 38 but is of no use when hate is pulled away from you or an add is introduced and you have to wait on a block. Rampart has a 120 sec cooldown and seems to be a skill to pop to secure hate in long 1 vs 1 fights after the GLa has enmity on everything being fought. Flash is decent as a lv 14 skill for single target (until 48)

    Pug doesn't learn Taunt until 42! So again lack of early hate management

    and Mar Provoke lv 14 is decent.

    So this leads me to the Link algorhythm:

    Number of linked mobs

    I thought it was supposed to be based off party strength. It seems to be based of Party size.

    As a lv 50 If I agro a lv 20 mob that mob should CFH like there was no tomorrow and bring the whole zone down on me. yet It doesn't CFH.

    Now, if I were in a party of lv 15's I agro'd a lv 20 mob with 2-3 other close mobs, I would brign back to the group 3-4 mobs total. That alone is too much for any low level party to handle, even if in a full PT 8/8. Especially with the hate managment tools and crowd control available at that level.

    My 3rd and final concern is Respawn Reset Rate:

    Pre 1.20 AOE skills made links and the rapid reset of respawns a non issue especially at higher levels. Now post 1.20 most melee AOE is non existant or on such a long cool down (80 seconds for whirlwind and wide volley.) That Damage dealing AOE skills aren't effective when they are needed the most.

    When you combine the above 3 situations create a frustrating experience.

    So I'm curious, Will there be any adjustment to when the Crowd Control & Hate Managment skills are learned?

    Are there any plans to adjust the number of linkable mobs

    Will Mobs have independant respawn timers or will some zones see a increased timer for reset?
    (4)

  2. #2
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    TLDR:

    There are no real crowd control skills 'til low-mid 40's

    Multi-Mob Links are too overpowering (especially @ lower levels) <based off # of people in pt, not strength?>

    The "Zone Spawn Reset" rate is too fast especially with the lack of AOE, even at higher levels.

    All these concerns are compounded with patch 1.20
    (1)

  3. #3
    Player
    myteluze's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    6
    Character
    Sundae Luze
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Gla does not have reliable multi mob hate managment until 48 when flash becomes AOE. Wardrum which is a reactive ability is learned at 38 but is of no use when hate is pulled away from you or an add is introduced and you have to wait on a block. Rampart has a 120 sec cooldown and seems to be a skill to pop to secure hate in long 1 vs 1 fights after the GLa has enmity on everything being fought. Flash is decent as a lv 14 skill for single target (until 48)
    I completely agree with this. This was one of my major turn offs because I am primarily a GLA player. I was expecting big things for GLA and turns out we got shit on again. I like that GLA are now necessary for things like Ifrit, and Ogre, but even trivial fights like the skeletons in DH quest almost wipe a party b/c the GLA can't manage a crowd. It's RIDICULOUS. There's no crowd control anymore. I'm trying to imagine doing kobald gold coffer with new changes. Ummm... it's probably impossible.


    Fix:

    War Drum shouldn't require a block before activation and have a 1~ minute cooldown. I could live with this.
    (1)

  4. #4
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by myteluze View Post
    I completely agree with this. This was one of my major turn offs because I am primarily a GLA player. I was expecting big things for GLA and turns out we got shit on again. I like that GLA are now necessary for things like Ifrit, and Ogre, but even trivial fights like the skeletons in DH quest almost wipe a party b/c the GLA can't manage a crowd. It's RIDICULOUS. There's no crowd control anymore. I'm trying to imagine doing kobald gold coffer with new changes. Ummm... it's probably impossible.


    Fix:

    War Drum shouldn't require a block before activation and have a 1~ minute cooldown. I could live with this.
    you can guarantee a block with aegis boon, which has a 60 second cooldown, so you can basically war drum on like 1st hit every 60 seconds.

    But overall i do feel like this system was created with level 50 in mind. I guess they expect you to get certain abilities from other job fairly early.
    (2)

  5. #5
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I prefer the respawn rate being as high as it is now, since there are usually enemies up at all times and camps are meant to be roaming. From my experience, especially with the class changes, you can split your party up to take on linked enemies just fine unless you are targeting enemies way above your level, in which case you should be linking less of them. Perhaps just an overall adjustment could be made to make it so enemies don't link as much at lower levels and gradually link more as your level rises.

    I do agree about the crowd control spells being learned so late. Maybe it's part of the alchemy push? Sleep potions have always been really good and with the alchemy revamps maybe we are meant to rely on medicines more in the future.
    (0)
    Last edited by Estellios; 12-23-2011 at 06:14 AM.

  6. #6
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    After some time with the patch, and re-learning battle tactics the respawn rate isn't that bad.
    I've been targeting mobs ~3-6 levels above the average PT member. (lv 30-35 PT target lv 38+ mobs.)
    I've instructed the melee fighters of my party to each target their own mob. If we get a link of 3-4 each melee holds hate on a separate mob. Thm burn em down and cons do the healing & AOE SS.

    How ever, if you're cought in the middle of a respawn cycle (every 2 min) you have the chance of getting adds on the order of 3-5+ mobs on top of the 3-4 you're already fighting. Early Crowd control is essential to surviving that scenario.
    (0)