I wish there was a way I could keep this thing buried when I responded but it just doesn't work like that.
In the same sense that I wish the current system could be balanced, though it just doesn't work like that.
Let's see why the current system is unbalanced. I'm sure I've mentioned this all before but wth, i'll stab at it.
First, Behests are overpowering.
I make about 5 times the SP in five minutes of behest that I could in an hour of solo. (How's that balanced?)
Second, I can fight a monster for 30 seconds and it could give me 200SP.
I can fight that same monster with a buddy my level, kill it in half the time and still get 200SP. (How's that balanced)
Third, there are very few monsters that reward good SP as you level. these are monster with low HP and DEF. We rate this on a scale of SP/H. (lack of variety in targets, YAY!!!) It's what you all want right? must be.
Fourth. It's too hard to deal with exploits in the current system, that's why we'll have that bland feeling of leveling off the same mobs with the exact same party set ups, where certain types of classes will be unnecessary or unneeded. FFXI ToAU all over again! but that's what you want right! lol to fight those birds (or in this game coblyn/ raptors)
The real reason.
It's the way that SP is calculated, having SP be the exact same if you kill a mob of the same level every time causes this unbalance. It's impossible to get anything near balanced. (well I'm sure they could get close, but it would take a fair amount of effort, something they don't have time for. But even if they did put in all this effort, it's meaningless against the exploits. To deal with exploits they'll either nerf the SP so you wont level off them or they'll leave the SP and you'll only SP of them.)
Action based SP was the way to go, though the initial execution had problems.
What action based SP does is...
Balances every target (well close to balanced, some targets will fall a little shy of max SP (like 90%), but not by much. I'll used moles as an example because they can't be hit while under ground. There are ways they can rebalanced this though.)
Allows any party set up or strategy used to kill a target.
Prevents exploits, further balancing SP (with my system, not the original)
Honestly, Action based SP is the way to go, though it must be awarded every hit, not proc every so many hits if it's to be successful.
Also, in a party, SP needs to be pooled and split evenly as well if this is to be successful.
Hope that helps.
It will balanced the game and open up a about 90% of the targets as ideal to level off of, it's the idea they had originally.
Not to mention that last 10% of targets will give about 90% of the SP that the majority would meaning they wouldn't really be bad targets to level off of either.
Right now (with the current system) it's less then 10% of targets that are ideal to level off.


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