i found PTing in FFXI more fun cause you're not spending half the time running around -_-, when you get to a camp you're actually FIGHTING! YOSH!! ARARARARARRRRRR!
i found PTing in FFXI more fun cause you're not spending half the time running around -_-, when you get to a camp you're actually FIGHTING! YOSH!! ARARARARARRRRRR!
What's a Pull Camp?
I honestly hope they don't make quest based progression, that gets boring as hell because they're always generic kill quests in disguise of a story. (This is especially true in TES and MMOs lately.) Doing quests and all is fine, but my character shouldn't reach cap by doing so, what would the point of ever fighting enemies beyond the kill quest...err quest enemies be? You may as well remove all mobs from the game at that point.
I would love to see them impliment this for all levels. Certainly I don't expect it to replace the current system but, in lue of the fact that they are redoing the zones anyway, this seems like it would be fairly easy to throw in. I miss the old school but still love the new school. WOuld like to see both.
For me, I miss the thrill of getting that awesome party at any level range after you've been repeatedly subjected to the awfulness it can be. I don't care what anyone says, there was a degree of strategy in an XI grind party that doesn't seem to exist in XIV. When you have an efficient puller, a good tank who's quick on the voke, THF who could land SATA quickly each and every time (and used status bolts!), a BRD/NIN that could sleep one mob and pull the next in succession (pre-meripo), the list goes on..
What do we have in XIV? In my opinion, it's a spamfest that requires little more than Stoneskin, Curaga, Shock Spikes, and a whole slew of generic AoE weaponskills.
The jobs in this game need a helluva lot more depth to be interesting.
Sadly, SE has money to make and seems to have adopted the belief that easy = attractive. Unfortunately in XIV they have broken what Final Fantasy has always been: Difficult and fairly time-consuming. It amazes me that people would dupe themselves out of a potentially grand experience in favor of the mundane.
I am really hoping that Yoshida's mage comments recently change this for the better. Starting with interruptions from movement, it forces the mages to stand still. Melees can't run around willy-nilly if their healer has to stand still, and AOE spam-fests from THM will slow down. I don't think it will bring pull camps back, per se, but it's a move that direction.For me, I miss the thrill of getting that awesome party at any level range after you've been repeatedly subjected to the awfulness it can be. I don't care what anyone says, there was a degree of strategy in an XI grind party that doesn't seem to exist in XIV. When you have an efficient puller, a good tank who's quick on the voke, THF who could land SATA quickly each and every time (and used status bolts!), a BRD/NIN that could sleep one mob and pull the next in succession (pre-meripo), the list goes on..
What do we have in XIV? In my opinion, it's a spamfest that requires little more than Stoneskin, Curaga, Shock Spikes, and a whole slew of generic AoE weaponskills.
The jobs in this game need a helluva lot more depth to be interesting.
im usually standing still anyway so i can continue to recover mp. i only move if i have to.I am really hoping that Yoshida's mage comments recently change this for the better. Starting with interruptions from movement, it forces the mages to stand still. Melees can't run around willy-nilly if their healer has to stand still, and AOE spam-fests from THM will slow down. I don't think it will bring pull camps back, per se, but it's a move that direction.
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