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Thread: Mob Levels

  1. #21
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
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    Yes
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    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    I would like to know what they plan to do with high level mobs come 2.0, I know I and many others enjoy sneaking around them and would be very sad panda if they went away.
    (0)

  2. #22
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
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    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    High level mobs that are just barely killable with 16 people are fine, and they would be more than enough to give players a sense of danger when travelling around the world. I would feel intimidated by a level 65 mob too, even if I could survive 3-4 hits with stoneskin up. Having a single mob one-shot you for 9999 damage because the game suddenly thought you ran for 2 seconds even if you were in auto-walk mode is not exciting. It's just dumb.

    It also makes no sense that there are common mobs in the game that are harder than the strongest endgame bosses. I mean you just got out of Ifrit Extreme and got all the phat lootz, and then you bump into a basilisk that deals three more damage to you in one regular attack than ifrit did with a special attack. Doesn't exactly make ifrit feel like the all powerful primal avatar that he's supposed to be.

    I mean sure, when you increase the level cap and add new endgame bosses, then it would be fine to add mobs that are stronger than the current ifrit and garuda, but at any given point in the game's evolution, the strongest mobs should be the endgame bosses, not common pop mobs.

    tl;dr
    you could keep (nearly) the same sense of danger by adding common pop mobs that were like 75% of ifrit extreme's strength. No one in their right mind would try to run straight through that mob's aggro range either.
    (1)
    Last edited by Mirage; 07-12-2012 at 05:40 PM.

  3. #23
    Player Jynx's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Mirage View Post
    you could keep (nearly) the same sense of danger by adding common pop mobs that were like 75% of ifrit extreme's strength. No one in their right mind would try to run straight through that mob's aggro range either.

    Due to leashing mechanics this would deter nobody from running through a mini Ifrit.
    (0)

  4. #24
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
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    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Mirage View Post
    you could keep (nearly) the same sense of danger by adding common pop mobs that were like 75% of ifrit extreme's strength. No one in their right mind would try to run straight through that mob's aggro range either.
    Ifrit extreme doesn't one-shot you, would be really easy unless there were at least 5 of them huddled together in a small area, at which point it would become impossible.
    (0)
    Last edited by Masamune1004; 07-12-2012 at 06:00 PM.

  5. #25
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Could always let these strong mobs that guard hardtoget areas have longer leashes or something. Maybe the higher above you a mob is, the longer its leash could be? If it had increased movement speed and there were a few of them not too far apart, it could also pose a bit of a risk.

    I mean I like that there actually is a leash on mobs in the first place, so that we don't have to run for 5 minutes straight just to get away from accidental aggro, but it seems like all mobs have almost the exact same leash. I dunno about you, but it would make sense that some mobs give up easier than others, based on various factors.
    (2)
    Last edited by Mirage; 07-12-2012 at 06:01 PM.

  6. #26
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
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    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Mirage View Post
    Could always let these strong mobs that guard hardtoget areas have longer leashes or something. Maybe the higher above you a mob is, the longer its leash could be? If it had increased movement speed and there were a few of them not too far apart, it could also pose a bit of a risk.

    I mean I like that there actually is a leash on mobs in the first place, so that we don't have to run for 5 minutes straight just to get away from accidental aggro, but it seems like all mobs have almost the exact same leash. I dunno about you, but it would make sense that some mobs give up easier than others, based on various factors.
    Good ideas. So long as getting The Wanderer's Shadow is still an accomplishment, I don't care what they do. I want to have a title that shows I ran headlong into dangerous territory and lived to tell about it (well I probably didn't live through all of it, but you know what I mean.) I don't want this to be easy, otherwise they might as well turn it into an achievement for steps taken lol.

    Game: You successfully walked 1 million steps! Congratulations!
    Me: Who cares?
    (0)

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