Quote Originally Posted by Duelle View Post
This depends on where they want to go with debuffs. If they want to go back to garbage system we had in FFXI then we're going to have that circus all over again. You won't be able to avoid the fact that if the masses figure out how to make due without the debuff class, you're back at square one.
And the garbage FFXI system was what? Please don't assume everyone played FFXI. It even says so in my sig.

Why are you limiting yourself to the XP party thing? I prefer to look at game balance from something that can be controlled like dungeon mobs, bosses, world bosses and even stuff like hamlet defense. None of that dies in 10 seconds..
I am not limiting myself to leveling, I am trying to pull more attention to it just as you are trying to pull more attention to the endgame component. There are people who enjoy the leveling process. It's much more than just a grind, it lets you meet new people easily unlike endgame content where everyone sticks to their LS for the most part.

MMOs are supposed to have social interaction as one of their main aspects, but from what I see lately the trend seems to be shifting to clustering into closed groups or even just play solo.

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Quote Originally Posted by Hyrist View Post
The first assumes that longer fights, by default, equate to more enjoyable combat. In regards to the context of the argument, which is farming field monsters for EXP, this isn't true - as evidenced by the behavior in FFXI. The long fight process was long ago abandoned by the faster killed monsters and the relative safety of low HP mobs. Longer, safer fights actual makes fighting fatigue quickier because there's no engagement. Just grind away at mob 1 until it does, then move onto mob 2.
You are jumping to extremes here. I don't want to have a mob take 1-5 minutes to take down. All I want is to be actually able to use a full combo on a mob and be able to learn how to play my class before going into endgame, not only have barely enough TP to execute my combo starter skill I got 30 levels before all over again because mobs drop in 5-6 seconds.

"Endgame" LSes require you to be experienced if you want to join them. But how are you supposed to gain this experience if leveling can be done by executing the same WS/spell all the time, requiring no actual skill at all?

The second issue assumes 2 majorly flawed things. 1. That the debuffer class deals no comparative damage in fast killing situations. (Which would be a false implication considering that the enemies would still be just about as weak to them as they would be to any other class.)
No one has so far been able to tell me why you should cast a debuff on a target that is going to die as soon as you finish casting in most cases anyway. 2-3 THM starting to cast fire will finish either shortly after the debuffer or at the same time, not letting the debuff make it's work in case it's a DoT, or won't matter much if it's a def-down/atk-down - the monster will die anyway.

And the second major flaw is assuming that the debuffer class would need to leach anything to get to 50, in this game's solo-friendly environment. We've already JUST ended the discussion about alarmists worried that leveling is going to be too fast, and now you're going to inverse that statement because it aids a different arguent?
Sorry, I'm not sure what you mean by that. Leeching won't make leveling faster, it will slow the group down overall. I am not talking about PL here.

Solo is much more slower than party play, it's just there to be able to say "well, you could just level solo".

In either case, these issues aren't overlooked, they're previously addressed. In fact, you arguments suffer from the uniting flaw that it completely neglects solo. You want monsters that are harder to for groups in the normal field, you do so at the direct loss of solo play, and at the direct neglect of enemy strongholds - which are developed specifically for group play.
There is no loss of solo play in making enemies last longer. As I already said, you are exaggerating the increase of the length of an encounter.

Enemy strongholds being group content? I lost count of how many WARs I saw soloing Natalan without major problems.

If I go do a level 30 leave at level 30 with a bunch of my friend the same level - I cannot by reason complain at the ease the leve is completed. If you're seeking longer fights, seek harder monsters.
Optimal exp at the moment is killing monsters +5 levels of your group. And those die in 3-5 seconds under concentrated fire. Mobs around your level die within 2-3 seconds.