So join an endgame shell and start clearing dungeons/killing bosses. You get to play with people and take longer killing them bosses for loot.
* 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)
longer, we need it bad for xp partys, half the time you cant even attack cuz the mobs are dead.
Where's the poll to remove Roiken's ability to post new topics?
Sparking conversation is one thing, flooding the forum with topics (Some of which have been discussed to death already or have better threads to hold the discussion in.) is downright infuriating.
Roiken, please use the search function before making new threads. And lets keep discussions down to one new one a week. I don't mind debating down your ideas but when you flood the forums with them, it gets annoying.
On topic: Fighting standard fodder solo is at about the right pacing. In groups, the enemies should have a better collective magic resistence if they're linked as they are too easily wiped by AoE magic damage. (AoE physical damage does not seem to amount all that much.)
As far as debuffs against cannon fodder - fools errand. That goes against the pourpose of cannon fodder which is to die quickly. Beyond simple mass crowd controls such as sleep, the game should give enfeeblers the ability to deal sufficent damage against fodder mobs to make up for the lack of need of enfeebles.
I'd like some fights not to be instantaneously over, mind you, but that's mainly skirmishes needed for raids. For XP parties? No, faster the mob dies, the better the rewards. That's the entire point of the mob grind.
So longer fights in the raiding department, so long as the speed-run requirement is removed.
; ; people always spell my name wrong~ maybe when you guys start saying it right? That's a pretty good compromise!Where's the poll to remove Roiken's ability to post new topics?
Sparking conversation is one thing, flooding the forum with topics (Some of which have been discussed to death already or have better threads to hold the discussion in.) is downright infuriating.
Roiken, please use the search function before making new threads. And lets keep discussions down to one new one a week. I don't mind debating down your ideas but when you flood the forums with them, it gets annoying.
On topic: Fighting standard fodder solo is at about the right pacing. In groups, the enemies should have a better collective magic resistence if they're linked as they are too easily wiped by AoE magic damage. (AoE physical damage does not seem to amount all that much.)
As far as debuffs against cannon fodder - fools errand. That goes against the pourpose of cannon fodder which is to die quickly. Beyond simple mass crowd controls such as sleep, the game should give enfeeblers the ability to deal sufficent damage against fodder mobs to make up for the lack of need of enfeebles.
I'd like some fights not to be instantaneously over, mind you, but that's mainly skirmishes needed for raids. For XP parties? No, faster the mob dies, the better the rewards. That's the entire point of the mob grind.
So longer fights in the raiding department, so long as the speed-run requirement is removed.
Also, I did use the search function to find this thread. Also it's impossible to add to another thread that doesn't exist.
On topic:
Why better rewards? What is the reward for killing faster?
normal mobs shouldnt take more than 30s
only elites and nm should take a few min
Spirit bind is determined by enemies killed.On topic:
Why better rewards? What is the reward for killing faster?
Enemy loot drops such as crystals are determined by enemies killed.
EXP rate will always be faster by killing multiple quickly spawning, quickly killed monsters than slower to kill monsters regardless of the spawn rate. Safer too.
You're already well hated on these boards, how about you offer the olive branch and condense your ideas down to one thread per general goal and then we'll talk about getting your name right.
It's called adjustments....................................................................................................................Spirit bind is determined by enemies killed.
Enemy loot drops such as crystals are determined by enemies killed.
EXP rate will always be faster by killing multiple quickly spawning, quickly killed monsters than slower to kill monsters regardless of the spawn rate. Safer too.
You're already well hated on these boards, how about you offer the olive branch and condense your ideas down to one thread per general goal and then we'll talk about getting your name right.
also I'm not hated, it's called affection.
and it's Rokien. thanks ^.^
You can adjust too, you know. The game does not have to bend to your every whim.
Why not start doing raids more often? Or fight more difficult monsters instead of complaining that fodder is too easy for you.
This game is not about grinding the same 3 species of monsters all day to level. You might enjoy it, but the bulk of gamers do not, and those that do, prefer faster results, not longer, more tedious fights. There's nothing exciting about grinding - in fact I wanted to note to the developers that they should and some more randomizing elements to raids, as they tend to get boring if they're just identical every time.
There's some wind in your sails about having fights not be instantaneous deaths, that's where you're getting the bulk of your votes from. But that has to do more with the concept that there's really not enough magical resistance in this game in general.
But go grind a level 58 camp sans BLM and you'll get the fight length you desire.
The biggest flaw about monsters that are not dieing faster is that it promose the "Several on One" approach that FFXI did to attacking monsters. Pulling one at a time, fighting it, pulling another. And that fighting system not only made no sense, but it ended up being trite and boring. It'd make more sense, and more FF traditional, that you'd end up with monster groups that lasted a bit longer, instead of the individuals.
And I'm fairly certain that if it wasn't directly against forum guidelines, people would be spouting vulgarities at you, Roiken.
Last edited by Hyrist; 07-04-2012 at 11:26 AM.
lol, do like i do, take full party and storm the strongholds, not pulling one by one, but go on a rampage taking as many mobs as possible and then you'll see a fun fight...![]()
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