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  1. #1
    Player
    khaled's Avatar
    Join Date
    Apr 2011
    Posts
    46
    Character
    Iori Ginza
    World
    Valefor
    Main Class
    Archer Lv 1
    Quote Originally Posted by Athaya View Post
    Leave the long fights for NM and boss battles.
    This. 10char.
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    When i say longer fights, I don't mean 15mins athaya.....

    Anything longer than 2 seconds really >.> lol
    (26)
    Last edited by Rokien; 01-05-2012 at 07:18 AM.

  3. #3
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Rokien View Post
    When i say longer fights, I don't mean 15mins athaya.....
    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.
    (31)

  4. #4
    Player
    Reaujien's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    255
    Character
    Reaujien Reveille
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Jennestia View Post
    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)

    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*
    (2)

  5. #5
    Player

    Join Date
    Aug 2011
    Posts
    69
    Quote Originally Posted by Rokien View Post
    When i say longer fights, I don't mean 15mins athaya.....

    Anything longer than 2 seconds really >.> lol
    pretty much this i should be able to ws each fight lol
    (0)


    Fish = 2.0
    Zoidberg = FFXIV Players

  6. #6
    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.
    (30)

  7. #7
    Player
    Mishakai's Avatar
    Join Date
    Mar 2011
    Posts
    459
    Character
    Mishakai Katyn
    World
    Balmung
    Main Class
    Gladiator Lv 50
    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.
    (3)
    Proud owner of a Goobbue Mount

  8. #8
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    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?
    (0)
    Last edited by fusional; 02-22-2012 at 07:22 AM.

  9. #9
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by fusional View Post
    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?
    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.
    (1)

  10. #10
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Rokien View Post
    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.

    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.
    (2)

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