I wish FATE mobs weren't so spammably easy.
I wish FATE mobs weren't so spammably easy.
Twintania was about a 13-14 minute encounter, and Nael is about 11-12 minutes long. I, personally think they're fine, as dying to the final phase of T9 and then being set back 10-15 minutes each time kind of drains you. D:
I have to say no.
I'm a veteran player from 1.0, and they tried this trick once before. After the battle system was changed around a few times and the physical levels were torn out, players by themselves were so weak that even a battle against a trash monster in the field was near-impossible to solo. Your auto-attack if you had an axe for instance was paced out something like 8-9 seconds apart. And you actually needed that auto-attack in order to get TP for one 1000, 2000 or 3000 TP (max) costing attack that did trivial damage. It meant that even a basic battle took up 3 to 4 minutes of your time.
As interesting as you might think it will be, having experienced this once before, it will quickly suck out all of the fun from the game.
If there are phases and instant kill mechanics in a longer fight, then no thanks. It would just be exhausting getting through half of the fight and then the boss starts using his latter phase instant kill AoEs. One person gets hit and then another and then it's back to square one. Seems to be how fights are handled in this game, but if they could avoid adding cheap mechanics like that, I'd be up for it.
nope, the length of the fight is fine as they are, longer the fight, the more chance of interuption, multiple that by 8 might just ruin the experience
I think Open World trash has enough HP. Play a White Mage solo without a Chocobo and you'll see what I mean. Now Fate Mobs could use a slight boost as well as some of the hunt mobs. Rank B mobs are pretty good, takes a while to duo and painfully so without dps. Rank B mobs that are the weekly need their HP increased by 10x or 20x though. Maybe even have that explain why they are the weekly, they're tougher than normal.
Dungeon trash I'm on the fence about. The pace of the dungeons is spot on. I don't feel like any dungeon I run is going by too fast. But I see where the OP is coming from, sometimes you only get half a rotation in, especially when you have Monks/Dragoons single target focusing. So.. if they increase how long it takes to kill the mobs, they need to decrease the amount of pulls. This would keep the pace of the dungeon.
As for making them slightly more difficult.. I'm with everyone else. No instant death hard punishments from trash. Maybe with the exception of Bomb type mobs who detonate themselves.
Bloody necromancers...
That said, unless they want to completely revamp the combat system to make fights actually, ya know... fun, I'mma go with no.
Even then I'm probably going to go with no, simply due to memories of all the bloody HP sponges GW2 tried to shove down your throat. No style of combat would make that enjoyable.
Man, I just fought the gray aevis in Stone Vigil hard and it felt like forever, why do you do this![]()
You don't play the game so you're not "leveling up and doing dungeons".
The funny part about this is that fights in FFXI were, if anything, less engaging than what we have now. Fights with trash mobs were longer though.Isn't that what it is now? Press aoe button till all trash dies? Just because you can't see how a longer fight with better ai would be more fun and engaging doesn't mean others like me see it as a positive. I'm sorry wow clones have closed your mind to what is possible in a game.
I have detected a serious logical flaw in your argument.
Last edited by Gilthas; 08-13-2014 at 10:51 PM.
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