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  1. #11
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    The maximum link is a group of four (4) mobs. The exp bonus from links also caps at +100% (4*25%).
    (0)

  2. #12
    Player
    Hoshikogi's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    129
    Character
    Hoshikogi Douatama
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I'd have to agree with Cheif. My friends and I love a good challenge when leveling. Currently, the linking system creates a difficult scenario for those who desire to exp on higher level enemies (10+) in compairison to "blink-burning" of several lower level monsters (1-5+). I wouldn't mind a typical link system similar to other mmos (and FFXI) where, through skill and timing, a puller can control the number of links (at least for typical exp party content).
    (0)

  3. #13
    Player
    cha0sking's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    19
    Character
    Chaotic Stillblade
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    I think one of the biggest weaknesses in FF Online games is the "Puller," since archer can't pull without Lock-On; either make it so we can hit without Lock-On, or increase range for archer types, in such a way they can pull safely from greater distances, or even make it an ability "Harass" which is a range attack with horrible accuracy, but farther distance.
    (0)

  4. #14
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Or bring back the distance affects r.acc/r.attk and let people shoot from say 100' if they feel like it even if they won't hit the thing they'll get aggro.

    But since links would still happen this isn't really a solution for the crazy linking issue so much as being able to have a "camp" where everyone hangs while they wait on pulls. But for this to work the range that mobs can/will follow a player from thier spawn point would need to be adjusted. I'm sure at some point or another we've all had the "Wtf does it keep taking 1 step and healing to full?" moment because of the rather short "chase" range.
    (0)
    Last edited by Enfarious; 03-28-2012 at 07:17 AM.

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