not exactly the same but keep the idea of vanishing and sneaking up behind to stab us in the back kind of concept. It'll keep us on our toes. As seen here FF7 Crisis Core - When Giant (& Little) Tonberries Attack
not exactly the same but keep the idea of vanishing and sneaking up behind to stab us in the back kind of concept. It'll keep us on our toes. As seen here FF7 Crisis Core - When Giant (& Little) Tonberries Attack
I would like a Tonberry stronghold with loads of tonberries to fight (maybe some kind of temple or dungeon but not instanced) and have some npc tonberries in there for quests. A couple of NM's too with neat loot![]()
Hell yeah i want Tonberries, personaly i dont care if you can beat them or not it'd just be awesome to have them in the gameDo you think they should just be random mobs?
A boss like a Tonberry King? (I never saw one in 11, but they tend to hit hard in other Final Fantasies)
Or a beast man race?
I personally would like to see the latter, with some that are agressive in the wilderness.
They look like the kind of mob to me that could live in close proximity to moogles ;x
Anyways, what are your thoughts?
Or lalafel-only tonberry mounts! They give us piggyback rides!
http://www.youtube.com/watch?v=9YLJmJDHmU8not exactly the same but keep the idea of vanishing and sneaking up behind to stab us in the back kind of concept. It'll keep us on our toes. As seen here FF7 Crisis Core - When Giant (& Little) Tonberries Attack
They also did it in FFXI, probably the most feared Tonberry for quite a while lol.
they should name one stabby mcstabstab
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While doable at 50 as it is, simply a bad idea as eventually, tonberries could be regarded as midgame content, and get nerfed just like cactuars got nerfed (100 needles? please; they should never have been so low-level to begin with). It'd be better to simply wait and release tonberries as Lv.70+ mobs (even if the cap is still 50), and hell I'd say give them their own expansion too (c'mon, Revenge of the Tonberry King sounds like an awesome exp pack!).
It's not because of the levels perse, it's because XIV has a horrendous attribute system. In FFXI Cactaurs were as little as level 40s and as high as 87 during 50-65 cap. If SE just simply scale back the base attributes and boost effectiveness of + stats and natrual growth in a better curve, they wouldn't have to nerf enemies.
Remember, the only reason they nerfed 1k needles was the soloers complaining they couldn't solo 5 star cactaur leves. The other reason is, in XIV, unlike it's last game, the damage doesn't spread if it hits multiple targets, it acts like an AoE single target 1k needles, which is why even in offline FF games, it still only hit 1 person (or else 10k needles woulda wrecked any player.)
Also they need to re-examine the dlvl calculations. The ironic thing is, in FFXI while everyone was sitting on level 75 for 6+ years, they still released mobs that were tipping into the level 94+ range and it wasn't unholy rape because the calculations were better in that game. I REALLY hope the first thing they do is readjust attributes and formulas in 2.0.
Last edited by Elexia; 07-04-2012 at 12:34 AM.
Tonberry basic move should be to cast 'Stop' (or equivalent) on someone, walk up very slowly and then stab them for 9,999 damage. They should have lots of HP and Def so there is a panic rush to kill them before they wipe everyone out.
FFXI made it hate-based, but the core concept was still there.
As far as a beastmen race... well maybe. I'd like to see one or two of them just hanging out in dark corners of the world or dungeons as a bit of an anomaly first. (like Lone Coeurl is)
Just saying, when fighting the cactuars before the nerf, I wouldn't be mad if all 3 cactuars in the group did thousand needles at once. It was when the same cactuar spammed it 2 times in a row, and would have done it a third time if I lived. Mobs spammed tp attacks like the goats spamming the headbutt attack.It's not because of the levels perse, it's because XIV has a horrendous attribute system. In FFXI Cactaurs were as little as level 40s and as high as 87 during 50-65 cap. If SE just simply scale back the base attributes and boost effectiveness of + stats and natrual growth in a better curve, they wouldn't have to nerf enemies.
Remember, the only reason they nerfed 1k needles was the soloers complaining they couldn't solo 5 star cactaur leves. The other reason is, in XIV, unlike it's last game, the damage doesn't spread if it hits multiple targets, it acts like an AoE single target 1k needles, which is why even in offline FF games, it still only hit 1 person (or else 10k needles woulda wrecked any player.)
Also they need to re-examine the dlvl calculations. The ironic thing is, in FFXI while everyone was sitting on level 75 for 6+ years, they still released mobs that were tipping into the level 94+ range and it wasn't unholy rape because the calculations were better in that game. I REALLY hope the first thing they do is readjust attributes and formulas in 2.0.
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