I like the new sizes much better, it's now much easier to find that squirrels left side if you would need to stab it. One exception though, the toads for the leves in Treespeak..they don't fit over the bridges and this looks quite goofy.
I like the new sizes much better, it's now much easier to find that squirrels left side if you would need to stab it. One exception though, the toads for the leves in Treespeak..they don't fit over the bridges and this looks quite goofy.


I like the new mob sizes especially after the effects now have been cleaned to match.


I'm just going to say no. My main concern with this game was how small all mobs were, in XI most of the mobs were big and you could tell what detail went into them and it immersed me.
I like the new mob sizes as well, the only one that seems awkward are the gnats. It seems like I have to get closer to them than other mobs to fight them, and their model just fills the screen. Maybe part of it is that they're flying, other than that nothing wrong with the model size increase.

Aside from Betelguezah's post. I understand everyone's position on this. and agree on difficult targeting. and yes i read developer letters, stating mob size increase was due to difficult targeting.
Though, it seems, the difficult targeting had mostly to do with rats, bugs, vermin kin.
Its possible then, the other mobs sizes could have stayed the same, while the "difficult to target" mobs, such as vermin kin only, would have a size increase.
editing topic then, reduce mobs to original size, minus "difficult to target mobs" such as vermin kin, or other mobs players had issues with.



I say leave em. I love giant knats and dodos.


Yes. But a baby cobra also dies as soon as I step on it. Not after ten hits with a battleaxe.
And unless you claim that every single acorn-throwing squirrel, bat, dove and ladybird is covered in adamantium and has razor-sharp 30-inch-claws hidden somewhere inside its cutesy fur,
their deadlyness
just doesn't convince me.


Ah, and btw: I don't like that Lalafel have the same HP and MP as Roegadyn almost immediately from the start. That's where the realism lacks, in my opinion. No problem with compensating for the one or the other with (race) specific equipment, but at LV 10, a Roegadyn should have significantly more HP (and less MP or less something else) than a Lala.
I'm well aware that I'm likely in the minority on that matter, but I think not having racial differences is one of the facets of why people do not perceive they play a unique "character". Is being locked into a certain race/class combination better? - arguably not. But at the moment, the only thing differenciating between a Mithra and a Roegadyn is visuals. Boring. I want to look at a tree-tall Roegadyn Paladin and know: "He'll still stand after we've all gone down". Or at a tiny Lala Paladin and know: "He may not be the toughest cookie around, but boy, he's got enough MP to cure whatever hits he takes all by himself".
That's "character".




i think the size increase had more to do with their pathetic targeting system they had than the mobs were too small. i personally think they went way overboard and overkilled the mob increases in size. it's a childish size increase like saying in preschool you can't use a regular pencil so let's use one 4 times as big. i would prefer them to take the mob sizes back to where it was.
http://crystalknights.guildwork.com/



IMO the new size of some monsters is better...like rats, marmots and puks...
But dodos, coblyns, wolves, gnats and skelletons are completelly oversized now...heck...skelletons are even bigger than roegadyns...what are they skelletons of then?
IMO, small soil monsters are the ones which really were better bigger...but the others were just uneeded.
Just like everything, we should've just gottenn a command /enemysize so we can just choose between normal or bigger size.
Everything has 2 sides...if they were smart, every single change they added would also have a command line to turn on/off.
/enemysize a/b with "a" being normal and "b" bigger monsters
/animationspeed a/b with "a" normal and "b" faster
/battleeffects off/a/b with "off" for removing all animations (sooner or later will be needed), "a" for normal and "b" for bigger
It all coud be done just as good as /enemyicon & Cia...that was a pro work...the way everything was supposed to be.
|
|
![]() |
![]() |
![]() |
|
|
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.
Reply With Quote





