When i say longer fights, I don't mean 15mins athaya.....
Anything longer than 2 seconds really >.> lol
Last edited by Rokien; 01-05-2012 at 07:18 AM.



People jump to extremes when any form of grinding is brought up. I like longer fights because it puts your abilities and skills to the test since some monsters as of now, at all levels can barely even get 1 TP move off because they die so quickly, only at the very start levels do you realistically see exp mobs living long enough to do..anything but attack maybe twice.

^this (emphasis added)People jump to extremes when any form of grinding is brought up. I like longer fights because it puts your abilities and skills to the test since some monsters as of now, at all levels can barely even get 1 TP move off because they die so quickly, only at the very start levels do you realistically see exp mobs living long enough to do..anything but attack maybe twice.
Yeah, half the time I can only get one or two spells off before the target-mob dies... I'm really liking the new changes to the classes that 1.20 brought, and I hope I can expect some nice changes to how mobs fight/die/etc. in future patches before 2.0 - but if we have to wait until 2.0 so be it *shrugs*
I like the length of xi's old style camping leveling fights. Had plenty of time to wear the mob down instead of just nuking it to death with two spells. At least for full group exp parties.
Yes, but only if the fights are made longer and more difficult via means of enhanced combat mechanics and mob AI, not something lame like simply increasing attack, defense, and hp stats.
Proud owner of a Goobbue Mount
if people find moogle/ifrit difficult, longer fights and more of a grind probably aren't going to help them much.
besides, you only use thunder and thundara on ifrit anyway. how will having longer fights change anything?
Last edited by fusional; 02-22-2012 at 07:22 AM.
Well, I would say to that, make spells more useful.......... They took out a ton of abilities (poison, bio, dia, and many more) We hardly have any spells right now, and not many more are going to be added when jobs come out.... soo don't blame the mobs, blame the class for lack of function.
indeed, but it's a fine line between giving players the correct tools leveling up to teach them how to properly play their class, and bogging things down unnecessarily with grindy treadmill content. i came from ffxi, so i see the value in giving players enough time to apply buffs and debuffs, and time to use skillchains and magic bursts (which honestly was a really fun mechanic)- but the problem is... even 75 levels of that didn't seem to be enough for bad players to stop being bad.Well, I would say to that, make spells more useful.......... They took out a ton of abilities (poison, bio, dia, and many more) We hardly have any spells right now, and not many more are going to be added when jobs come out.... soo don't blame the mobs, blame the class for lack of function.
good players seemed to 'get it' by level 30-40 (if that), for the most part. everything thereafter was just itching for that new skill/spell/ability/equipment to test out before falling back into senseless grind until the next skill/spell/ability/equipment.
i think yoshi and team decided to get rid of dots and debuffs because nobody really used them. and i do think that was mistakenly attributed to the player base, rather than the game design. people didn't ever really use them because there was really no use for them. and that's a design problem.
i don't have a lot of hope for that stuff coming back anytime soon, but i do hope it makes it back in time for 2.0- because that kind of stuff tends to be clutch for endgame-type encounters. but i think the bottom line is that, for now, they're just trying to simplify things a bit, and then build on it from there. but i could be wrong.
as far as lengthening fights when leveling, though? i vote no. absolutely not. to my experience it just has very limited practicality in teaching players how to play their jobs. if anything, we need more instances/dungeons and non-leveling content *on the way* to level cap with stronger monsters, boss fights and other objectives which force us to play better as a team and better perform our designated roles to succeed.
i don't want every single little insignificant mob to be some kind of test or challenge. i'm not slow, i'm not stupid, i'm not bad. i don't need level after level of that kind of mindless repetition to know what i'm doing.
but if we could have some dungeons at, say... level 15, and every 5 levels or so after that- i feel that would work a lot better. the mobs in there can be stronger, the fights can be longer, and there can be boss (like in toto rak) encounters. that's the kind of environment i'd rather learn in.
leveling mobs should only be there for cursory testing of new abilities. if we want to really perfect our rotations and play styles, that's better saved for dungeon/instanced content. in my opinion, anyway.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote





