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  1. #1
    Player

    Join Date
    Aug 2011
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    228
    Quote Originally Posted by Krausus View Post
    ^^This

    I have no desire to level slower

    UGH.........longer fights, MUCH higher exp -problem solved <.<

    *refrains from raging further*

    Edit: Nvm, you retracted it later lol...thank god
    (0)

  2. #2
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Athaya View Post
    Leave the long fights for NM and boss battles.
    And let 90% of the game be boring and shallow, with neither danger nor menace?

    R
    (2)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Athaya View Post
    Leave the long fights for NM and boss battles.
    This.

    Should really vary between bosses, though. Not every boss should be heroic Lich King in length. Average boss fight being between 10-15 minutes in 24-man raids seems reasonable enough, I think.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Duelle View Post
    This.

    Should really vary between bosses, though. Not every boss should be heroic Lich King in length. Average boss fight being between 10-15 minutes in 24-man raids seems reasonable enough, I think.
    10-15min fight is not that long of a boss fight.... go play Dragons Dogma and Fight Ur Dragon Online right now. Ya, You won't kill em in 10-15mins, soo fun too!~
    Most people probably can't kill em in 15mins offline either, sooo ya, we need longer fights. if a single player game beats an mmorpg on fights, that's sad.
    (0)

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Rokien View Post
    10-15min fight is not that long of a boss fight.
    It's reasonable when you have a dungeon where you're going to have to fight somewhere between 7 and 12 bosses (unless you're expecting the developers to continue the one boss per instance nonsense). Even FFXI eventually started putting in enrage timers (though theirs are a bit longer because XI's combat system is as slow as molases) in order to place something resembling a time limit on each fight. 15 minutes would already be longer than WoW, as their encounters all have a 10-minute enrage barring Lich King, which was designed to be a longer fight. Would also fit XIV's battle pace, which is faster than XI but nowhere near as quick as WoW's.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #6
    Quote Originally Posted by Duelle View Post
    This.

    Should really vary between bosses, though. Not every boss should be heroic Lich King in length. Average boss fight being between 10-15 minutes in 24-man raids seems reasonable enough, I think.
    Too bad Yoshida already agreed fights are too short and mobs die too quickly. He's in favor of increasing all battle lengths.
    (3)

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Elexia View Post
    Too bad Yoshida already agreed fights are too short and mobs die too quickly. He's in favor of increasing all battle lengths.
    Did he? Oh, happy days!~ I must have missed that, thanks Elexia!
    (0)

  8. #8
    Quote Originally Posted by Rokien View Post
    Did he? Oh, happy days!~ I must have missed that, thanks Elexia!
    Yep, it was all part of the battle reform plan regarding battle regimen reintroduction iirc.
    (0)

  9. #9
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Elexia View Post
    Too bad Yoshida already agreed fights are too short and mobs die too quickly. He's in favor of increasing all battle lengths.
    Which can invite problems depending on the approach taken. If you try to focus on CC then I hope they give CC to every DPS job. If you're increasing mob HP and defenses then I hope they also tweak player debuffs and spread them through all the classes.

    That's not to mention that making solo exp inconvenient (which would result from longer fights) is a step backwards. We'll see how this plays out.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #10
    Quote Originally Posted by Duelle View Post
    Which can invite problems depending on the approach taken. If you try to focus on CC then I hope they give CC to every DPS job. If you're increasing mob HP and defenses then I hope they also tweak player debuffs and spread them through all the classes.

    That's not to mention that making solo exp inconvenient (which would result from longer fights) is a step backwards. We'll see how this plays out.
    Point 1: That's exactly why it was being regarded as a change with the reintroduction of the Battle Regimen system. Player debuffs are mostly worthless because mobs die just so quick that it can't even take effect most of the time or flat out resist rates without alternatives, for example in FFXI you had numerous ways to debuff even resistant bosses that weren't elemental based resistance (i.e no paralyze on Shiva.)

    Point 2: That's also why they're tweaking the guild leve system which monsters already have scalable and pre-adjusted HP/defense which are lower than "world spawn" mobs, if you ever get a mob caught in your AoE at low level, look at how quick a GL mob dies versus a regular mob, they have a lot lower HP in many regards.

    Yoshida isn't inexperienced to MMOs so he knows the type of balance they'll need, it's mostly the community that's heavily split on certain subjects, he's not against doing a lot that he deems will be good for the game.
    (0)

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