I like to point out how well we are doing with chaining the mobs. Harder mobs usually result in very short or nonexistent chains.
I like to point out how well we are doing with chaining the mobs. Harder mobs usually result in very short or nonexistent chains.
Yeah I've had this issue before, and I'm keeping a list of people who's parties I won't join because they've done this.
You'd think that's all they'd need to hear/read, right?
Sadly, once someone's convinced they can do better elsewhere, on harder mobs, there's no stopping them.
This certainly did happen often in XI, and for as long as I played that people always seemed to be intent on saying, "I'm getting 200/kill this is good (our kills might be taking 45~60 secs each)." instead of, "I'm getting 120/kill but just hit chain 68(means an avg. kill speed of <10secs)". People are hard to convince even when presented simple math, once that idea is lodged in there it can take a number of blows from a sledge hammer or 20 to finally get it across.
In XI this trend started to change in older players with a few jobs that were 70+. Course Abyssea broke all the rules for XI xp parties. My hope is that it'll change here too.
I should also say that I've been known to want to step it up, usually when kills are happening in <5 secs avg and healers are doing nothing but holding onto their sticks. If you step mob level up 3~5 at that point and the party fails maybe it was really just a shitty party to begin with but because of the relative ease of the mobs you were originally fighting it seemed good.
XIV Pad: http://xivpads.com/?Elasandria-Servion-Hyperion
Linkshell: http://sd-is.guildwork.com
Rig: https://www.dropbox.com/sc/jv56yukhpi7413q/gQTzd-DS9y
FX-8150 @4.1GHz; 8Gigs ripjaws @1600; OCZ Vertex 3 128GB SSD; WDC 1TB HDD;
XFX Radeon HD 7970;
Happened in every MMORPG I ever played.
You can't see exp per hour but you see exp per kill, it's obvious people think they should go to higher lvl mobs as soon as fights are getting smooth.
The day before yesterday I even had this feeling myself - we were a lvl 36-38 group leveling just fine at the lvl40-42 raptors, killing them so fast we even had to wait for the respawn often.
Thing is - someone suggested we fight lvl 44 goblins instead. Well, goblins are bad for lvling anyway, so enough people were against it but we still left our leveling spot and instead tried to take on lvl 44-48 raptors..and wiped as soon as we pulled more than 2 raptors
After ~10 min four people had left, including the leader and the party was disbanded.
What would have been wrong with just staying at the lvl 42 raptors? We got good exp there._.
But even I thought "we are way too strong for this spot already" just because we had to wait for the respawn all the time.
It just...happens.
And it's not native to FF online games at all.
You may have to throw pessimism right up front. Have it on a macro.
"My concern is that if we fight harder enemies, they will link, we will die. We will lose time, not get XP, party gets discouraged and we lose members. Then we'll be in Ul'dah reforming. Should we take that risk?"
You can modify it any manner of ways to convey thy point.
"Yo! If we fight deese enemies, we be linkin' lot'sa hard enemies! Tank ain't high, DPS ain't high and we all outta moko grass sun. So plz, be a good lala. Stay hea, where da XP is safe... and sexy."
In seriousness, it seems to happen and the difference in enemy abilities is just to vast. There are links to consider and AoE damage avoidance. And the moment folks start playing hero (they go off to fight an enemy expecting healer support), it gets even worse. Especially higher level raptors.
*Shows several guys playing hero, surrounded by raptors. All the raptors charge up, none of them being focused on. Raptors unleash their weapon skills simultaneously. Tank/DPS have no chance to survive, healer make your time.*
Well the times that I suggest that we move camps are the times that I am usually the highest level in the party. And sometimes we do wipe because the level gap between the monsters and the lowest members are sometimes up to ~10 lvls too. It really is not exp efficient if you are the only one gaining 300exp/kill while others are gaining 600-700exp/kill. Somtimes I have to suck it up and let lowbies leech off a level or 2 before we move. But there shouldn't be any complaints nonetheless since exp is way faster than ff11..
But either way, I have not bumped into the same problems as you had in ff14. I used to be a ff11 player too and it is too easy to turn a bad situation around in this game. In ff11, if you are fucked, you are fucked as there is such small chance of escaping.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.