can't believe how this is turning out. people really want longer fights? It's stupid. it doesn't take 200 stabs with a sword to kill somebody. If you want long fights, fight bosses and NMs. There are plenty of fights of varying lengths in the game.
can't believe how this is turning out. people really want longer fights? It's stupid. it doesn't take 200 stabs with a sword to kill somebody. If you want long fights, fight bosses and NMs. There are plenty of fights of varying lengths in the game.


people just always want change, if the fights where long people would be on here asking for shorter ones probably the same people that ask for longer ones.


The funny thing is, the fights are as long as anyone wants them to be. XIV is group vs group.
It's not until endgame till we get into the party vs 1 mob situations a d those fights take a few minutes.
I can't fathom why anyone would want to continuously battle just one mob at a time. Group vs group feels much more lively.


people are stuck on XI mechanicsThe funny thing is, the fights are as long as anyone wants them to be. XIV is group vs group.
It's not until endgame till we get into the party vs 1 mob situations a d those fights take a few minutes.
I can't fathom why anyone would want to continuously battle just one mob at a time. Group vs group feels much more lively.
This is such an asinine leap of logic, it's nearly mind boggling
No one simply wants the fights to take longer, we just want the average encounter (As in, non NM and boss fights) to have more depth and complexity than they currently do. Whether that's by random mobs, or the group leve idea mentioned.
"can't believe how this is turning out. people really want depth? It's stupid"
And again, I don't think anyone is arguing for 1vs1 scenarios either. Even as far as group encounters are concerned, there's little depth in the day to day mob slaughtering that goes on. However, I do believe it's hard to balance an encounter with 8+ mobs to be less chaotic, and they really shouldn't be, that's the point, but I also believe that 8+ encounters shouldn't be the norm for that very reason. Having encounters designed like that is fine, even fun in the right situations, but it should be balanced along side more thoughtful encounters as well. Encounters where Dodo's status ailments need to be prepared for, bringing a WHM with Esuna on standby to help the tank, while another keeps it debuffed, and the DPS have to adjust positioning to avoid it's breath attacks. 40 seconds later, encounter done, exp rewarded, move on to the next. That's what I'm asking for.
Last edited by Jocko; 07-06-2012 at 07:47 AM.
Yes because it makes sense for one mob to die from 100 different hits from the next mob. Whether it be an NM or not. You cut something in the throat it will die.
Also it's sooo fuun killing one mob for 15mins 100+ times....... at least normal mobs have more variety to them, and if they get their AI up, it's 100xs better than just killing the same mob over and over again.
I pretty well have to agree with this, if only tangentially.Yes because it makes sense for one mob to die from 100 different hits from the next mob. Whether it be an NM or not. You cut something in the throat it will die.
Also it's sooo fuun killing one mob for 15mins 100+ times....... at least normal mobs have more variety to them, and if they get their AI up, it's 100xs better than just killing the same mob over and over again.
For starters, it's just weird expecting realism from a game, let alone this one. It's going to be ridiculous, or it's going to be a little more ridiculous. Not much of a difference at the point where something who's head has been cloven open several times is still attacking you.
150x same mob = mob's layer of depth (x % of unique behavior or abilities it's able to use) + mob's group strategy layer of depth. Not much of an increase, especially when, as is common for AOE situations, much of their 'uniqueness' will go unseen due to being killed too soon. Yes, group aspects of strategy come in and of their own, but they're nothing great. Each person does their job right, repetitively, and you'll hardly notice in your typical xp party. And in current implementation, there's virtually no unique mob 'group' behavior.
I don't necessarily see that as an argument for a specific length of fight. It's just that with the reaction speed of this game, using any weaponskills at all requires the mob to survive the first caster barrage, and won't be worthwhile without the target also surviving the rest of the AoEs. At less than 10 seconds a mob, granted that can be a bit of an extreme, we essentially are only using 1-2 abilities per class. Fire-Fira, Pummel-Aura or just Aura. Hence the lacking 'depth.'
If the game's reactivity were faster, time's requested would change again; it's a matter of steps, not seconds. If AoEs weren't the only thing viable for these situations, time changes would have already happened naturally. Doesn't matter how the added depth is accomplished.
Some random stuff that would add depth as long as the gameplay needed could be done:
- More AI behavior based off group combat, perhaps including triggers from nearby ally deaths.
- AoE maximums or fewer "pure AoEs" (damage dealt equally over area, and instead something like damage starting in the center and being absorbed or reduced from maximum as it expands outward, or the opposite; more unique patterns)
- Ways for AoEs to play off 'source' ST attacks
- Reasons for patterned orders of killing
P.S. Someone's probably already said this before, but mob difficulty doesn't have anything to necessarily do with leveling speed, as they can always award more xp proportionally.
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