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  1. #1
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74

    Big mobs in dungeons are the worst idea SE ever came with

    I really dont get the idea of making all mobs so big that you barely could fit them in the AOE skills.

    It is not fun to play against them, these mobs are pain in the arse to manage for a tank, because they spread like crazy and cant be positioned well enough.
    Sometimes 1 mob is taking as much space as 3 groups of mobs from earlier expansions this is plain out ridiculous.
    I really hate doing expert dungeons because of it, the worst offenders are probably mobs from Malikahs and akademia anyder, they take so much space they actually surrounds you because of how big they are. It forces us to move all the time while doding AOEs and this annoys other team members because mobs are dancing around like mad, often going out from the AOE spells range or making melee jobs life misreable... please keep in mind some jobs has aoe in the cone and you basically hurt these jobs by making mobs so big that cone AOEs could hit only two or three.
    Please stop doing them bigger and bigger, its not cool neither its fun, its super annoying.
    (31)
    Last edited by Nedkel; 09-28-2019 at 09:09 AM.

  2. #2
    Player
    Zanmato's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    271
    Character
    Saizou Kirigakure
    World
    Mateus
    Main Class
    Rogue Lv 80
    Not all mobs are big, but I get your point. Those who are very big, and when many, it gets very annoying and unpleasant to play the content they're in.
    (8)

  3. #3
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Zanmato View Post
    Not all mobs are big, but I get your point. Those who are very big, and when many, it gets very annoying and unpleasant to play the content they're in.
    Not all, but the thing is they throw few of them at us instead of 1 or something.
    In SB when we got a big mob it was usually only one, maximum 2 and a bunch of smaller mobs with them. In this expansion common sense is gone and we have like 5 big mobs at one time and its total mess. x_x
    (1)

  4. #4
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Nedkel View Post
    and this annoys other team members because mobs are dancing around like mad, often going out from the AOE spells range or making melee jobs life misreable... please keep in mind some jobs has aoe in the cone and you basically hurt these jobs by making mobs so big that cone AOEs could hit only two or three.
    If you're having trouble as a DPS hitting mobs with an AoE cone, my tip is to target the one farthest from you and position yourself in a way that all of the other mobs are between you and it. It's a lot easier than it sounds even with lots of shifting mobs and AoE telegraphs. As a RDM who spams 7 conal attacks in a row on large groups of shifting mobs, I don't have any issues hitting all of them with it this way unless the tank is moving the pack as a whole rather than just having the mobs shift around in place.

    The only annoyance related to mob size in packs I have with large groups with large mobs (and it's just an annoyance, not a real issue) is that the larger mobs which have larger HP bars tend to get pushed towards the edges. Since it's better to use any single target oGCD on the higher HP mobs I have to make a choice to use my single target oGCDs (Fleche for RDM) on the weaker central mob in the pack that I have targeted for the circular AoE or click/tab target to the big mob on the edge to make sure the single target oGCD lands on them and click/tab back to a central mob for the next circular GCD. Most of the time I'm switching targets anyway to make sure my circular AoE are landing in the middle of the pack anyway since that's just best practice, so it's not too much trouble to switch out to an edge mob for Fleche when it comes up.
    (0)

  5. #5
    Player
    RyuSaarva's Avatar
    Join Date
    Dec 2014
    Posts
    1,094
    Character
    Ryu Saarva
    World
    Phoenix
    Main Class
    Bard Lv 90
    I think it's a good thing, we should get more caster types too and enmeis which cannot be tanked which just attack random players, so tanks would need to think a bit more so they can stack more enemies together.
    (1)

  6. #6
    Player
    Tyssyn's Avatar
    Join Date
    Feb 2018
    Location
    Gridania
    Posts
    284
    Character
    Tyss Kaatapoh
    World
    Brynhildr
    Main Class
    Summoner Lv 90
    As a dancer main, I have to agree that so many huge mobs are a pain. Dancer aoe is Melee, so basically, we're trying to stand in the middle of this pack and hope it hits everything. In the middle of so many HUGE creatures, you have a hard time seeing yourself, let alone any aoe markers on the ground. It's not a lot of fun at all.
    (10)

  7. #7
    Player
    Shinklet's Avatar
    Join Date
    May 2018
    Posts
    273
    Character
    Sors Tyche
    World
    Phantom
    Main Class
    Samurai Lv 90
    Yeah, all mobs should be the same size, same shape and have the same skillset
    (2)

  8. #8
    Player
    einschwartz's Avatar
    Join Date
    Mar 2018
    Posts
    387
    Character
    Ein'sf Florr
    World
    Kujata
    Main Class
    Black Mage Lv 90
    I agree. They're not hard to deal with. Just, annoying when you have to dance between aoe in melee range. Sometimes the big one blocks the view for aoe. I usually set the tank as focus target so I could normally see where they are with the indicator on their head. Even then, the large mob ontop the others swallows the tank whole making it hard for me to spot them.
    (1)
    Tumblr: taildippedinpaint

  9. #9
    Player
    SummonerSenah's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Senah Kha
    World
    Balmung
    Main Class
    Warrior Lv 90
    The worms in the last leg of the Burn are annoying for this reason.
    (4)

  10. #10
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I understand the issue but I also feel like if we keep fixing everything that is inconvenient it can become overfixing and boring. Sometimes it's nice for things to not go our way, if that makes sense. Just sometimes. The good parts feel more fun when there's some annoying stuff to contrast against rather than it all being uniformly efficient pulls.
    (4)

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