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  1. #31
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Vasala View Post
    Increasing the experience from the challenge log and increasing light gains is a step in the right direction but Pagos still needs a lot of work. It is still not a fun place to go. The experience and level loss on death needs to go as this makes you not want to explore especially in Pagos where the chain grind makes people a lot less willing to help others. The rewards from the bunny chests needs to be improved especially if the experience penalties don't go. As it is getting a grade 5 materia as a reward for risking potentially hours of grinding is not worth it. The drop rate of stuff like the emote, pets, and other fun factor items needs to be improved. All monsters need to have a chance at cold warped lockbox dropping and a chance to mutate / adapt that boosts the drop chance with no weather / time restrictions.

    The spawn rate of the Notorious Monsters needs to be brought to Anemos levels at the minimum. Going a full lockout and seeing half or less NMs than you see on an average Anemos lockout just makes Pagos feel very unrewarding especially considering how few lockboxes etc you get from each NM in Pagos. Sitting and doing chain grinding for hours is not fun and it is actually something that causes real life pain in people's hands and wrists. This design needs to be changed as I can't imagine the developers of FFXIV want to cause carpal tunnel syndrome in their customers.
    I agree with most of this - but I feel that the exp penalty should stay. One of the big reasons that Eureka is as dangerous as it is is to scratch the itch that a lot of players had who WANTED dangerous areas to explore. The danger becomes a farce, if the only penalty is respawning at the start point. That said, I do feel that there are some changes that should be made; the exp penalty shouldn't be as severe as it is. It should be half or less the loss it currently is. Additionally, folks should be able to build up a "buffer" - that's something that made the exp loss in FFXI a lot more tolerable, the fact that they could gain exp beyond max level, to a point (they just couldn't advance another level), and could rely on that exp to cushion losses from death and prevent deleveling. Lastly, mobs in Pagos are too fast - when you're running full tilt away from an enemy, that enemy shouldn't be able to hit you. That was the case in Anemos, and I'm not sure why they changed things up for Pagos. It's fine for the dragons, since they're basically meant to be traps, but not regular mobs.
    (0)

  2. #32
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    In theory the exp penalty is severe, but in practice, I have not once ever died and not gotten a res. Only exceptions being once when I accidentally released instead of waiting for a res when I died at king igloo once and another time where I dced when dead. In practice, the 'penalty' isn't losing exp but having to shout out my location in shout chat and wait for a reser to come my way.

    Similarly, the element system is interesting in theory but in practice you just stack five points in one element and spin the wheel based on what you're fighting. Nothing actually changes. You just spin it to the weakness of what you're killing, or in a few cases, spin it for defense if you're tanking something that hits hard or focusing on healing.
    (0)

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