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Thread: Mob Levels

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  1. #1
    Player
    Anapingofness's Avatar
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    Mar 2011
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    Bisera Cecilina
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    Adamantoise
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    Armorer Lv 76

    Mob Levels

    Ok so, I know that 2.0 is right around the corner and all that but I have a question that needs clearing up.

    Basically, I'd like to know what the purpose of level 60+ mobs is in this game. I don't see why we need mobs above level 60 because a level 60 mob will kill me just as much as a level 79 mob.

    Granted, a level 60 mob will usually take a few hits to bring me to 0 whereas a level 70+ mob will basically one shot me- the higher the level the higher the chance of one shottage.

    However, I have noticed that they do severely limit my ability to explore and get the all of the nodes and camps. I can't even imagine going to some of these places in a group.

    I can understand if a world boss or an open world HNM is level 75-80 or some such, but regular mobs? I think that's a bit much especially since most of them aggro.

    I'm under the opinion of that they shouldn't even be in the game seeing as our level cap is 50.

    So, yes, I'd appreciate any insight by the rest of the community! And possibly the Devs- that would be nice.

    Thanks!
    (2)

  2. #2
    Player
    Fiosha_Maureiba's Avatar
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    Fiofel Zalalafell
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    Balmung
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    Lancer Lv 1
    I think those mobs are a remnant of an unused design. How many camps and aetherial gates do not have any leves associated with them. Events and quests may call upon an obscure gate or location from time to time.

    A level 60 mob is do-able in a full party.
    A level 70+ mob is not. As you are correct, they deal 2000+ damage a hit and receive 1~7 damage.
    Through great coordination, a server may be able to take down a single high level mob: Rainbow Basilisk, Guardian of the Grove, etc. even while doing 1~10 damage per hit and risking the retaliation of 9999 damage.

    Some mobs, you react to sight ~ so running around their backsides may avoid alerting them.

    Some mobs react to sound alone, so running and riding on chocoback alerts them, but walking does not trigger them even if they breath in your face.

    If going for the achievement, I recommend running a zone every play session with a group of friends. Those that have the gate can act as decoys to buy you and others time. Taking turns as needed until everyone has the gate.
    (5)

  3. #3
    Player
    REDace0's Avatar
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    Robert Redensa
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    Balmung
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    Dark Knight Lv 70
    Quote Originally Posted by Fiosha_Maureiba View Post
    If going for the achievement, I recommend running a zone every play session with a group of friends. Those that have the gate can act as decoys to buy you and others time. Taking turns as needed until everyone has the gate.
    That's cheating! >:-O

    Kidding, but I agree with your post. I'd like to add that there's a third type of aggro, called alternately "true sound" or "scent", where walking will only halve the detection radius, rather than eliminate it. Mobs with this aggro type include, most annoyingly, boars.

    For these you either need to run by on chocobo and pray, wait for them to move out of the way, or use Wrist Flick to stun them and then hope you can get far enough past them after they recover.

    Might as well mention that there is a small chance to evade even these high-level mobs. I managed to dodge an attack from a L70 boar on my way to... Longroot, I think, as a 21CUL.
    (0)
    Last edited by REDace0; 07-12-2012 at 01:00 AM.

  4. #4
    Player
    Arcell's Avatar
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    Arc Jurado
    World
    Mateus
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    Machinist Lv 70
    Quote Originally Posted by REDace0 View Post
    That's cheating! >:-O

    Kidding, but I agree with your post. I'd like to add that there's a third type of aggro, called alternately "true sound" or "scent", where walking will only halve the detection radius, rather than eliminate it. Mobs with this aggro type include, most annoyingly, boars.

    For these you either need to run by on chocobo and pray, wait for them to move out of the way, or use Wrist Flick to stun them and then hope you can get far enough past them after they recover.

    Might as well mention that there is a small chance to evade even these high-level mobs. I managed to dodge an attack from a L70 boar on my way to... Longroot, I think, as a 21CUL.
    Alternatively if you have Paladin just pop Hallowed Ground and jump on your chocobo to get through some of the more unforgiving parts.
    (1)

  5. #5
    Player Eekiki's Avatar
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    Character
    Kickle Cubicle
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    Balmung
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    Rogue Lv 90
    There's a lot of unused stuff in this version, like the empty Sylph village and Goldleaf Dais out in the Black Shroud northeast of Nine Ivies, the giant dragon carcass in the middle of Mor Dhona, or any of the countless tunnels to nowhere throughout the world.
    (0)

  6. #6
    The purpose of level 60+ monsters were to fight for exp, however SE in their infinite wisdom made calculations between your level versus monster level too severe that they can hit you for over your max HP in one hit the higher they go. Since the cap is 50 if they used XI's formula you could exp on level 60-68 monsters no problem, however once you hit 6+ levels apart it starts becoming a massacre.

    Much like bosses at 75 were already hitting level 90+ and didn't auto oneshot you (unless it was their gimmick) so in this game the same could have been true, but this is why most bosses in XIV are actually around level 59 since they pose just enough challenge to kill you off easily.
    (0)

  7. #7
    Player
    Anapingofness's Avatar
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    Bisera Cecilina
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    Armorer Lv 76
    -___-;; I just wish they would remove the level 60+ mobs from the game. That would make me a happy panda.
    (0)

  8. #8
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    Quote Originally Posted by Anapingofness View Post
    -___-;; I just wish they would remove the level 60+ mobs from the game. That would make me a happy panda.
    Why so it makes traveling even more boring and less exciting?
    (0)

  9. #9
    Player
    Anapingofness's Avatar
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    Bisera Cecilina
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    Adamantoise
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    Quote Originally Posted by Rokien View Post
    Why so it makes traveling even more boring and less exciting?
    I'm not sure what you deem exciting Rokien but that is irrelevant at the moment.

    Yes, there is a certain amount of rush and accomplishment when you are actually able to circumnavigate the level 60+ mobs. However, my problem is that I will run into these mobs in narrow stips where I can't really avoid them. Dying repeatedly to level 60, 70, 80, etc mobs is not exciting for me, it is a point of frustration.

    We are given the achievement quests for Exploration. For me, having mobs that are such a high level does the opposite of condone exploration. It actually deters me from doing so.

    I have expressed my frustration on this forum and asked for advice- and you know what?

    People have given me advice and answered my questions. For that, I am happy and thankful.

    You don't need to get so defensive over something that doesn't even effect the overwhelming majority of the game. The nodes and areas I talk about are rarely used, if at all.
    (0)

  10. #10
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    Quote Originally Posted by Anapingofness View Post
    We are given the achievement quests for Exploration. For me, having mobs that are such a high level does the opposite of condone exploration. It actually deters me from doing so.


    Seriously none of the nodes are a "Death trap" waiting to happen if your willing to wait even a few minutes for monster formations to clear up. Chocobos have made nodes a utter breeze to capture aside from like two of them.

    I like that the threat of death is at least present somewhere in the world.
    (1)

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