Quote Originally Posted by Physic View Post

Thats one advantage of dungeons, people will actually have to fight whats there. Also they could group different mob types together, so that people can just cherry pick the easy mob, or the non tactics using mobs.
This is why I loved limbus and nyzul, we had to fight SCARY mobs no one ever wanted to touch in exp parties. Flayers <3

you know, this seemed like the logical progression when the game first started, a lot of regular normal mobs had little strategies and playstyles, heck efts will attack you differently depending on where you attack them from, antelopes will foot kick you if try to fight them back there. so i would have imagined that later monsters would use these factors even more, the more complex mobs, but ehhh its a new team, and it sounds like a lot of people want combat to be less involved, closer to ffxi. They definately need to up the max level for experience, because most strategy is trumped by high level people beating the mob down.
even if it exists, people may avoid those monster types.
Yeah they should expand on positional attacks, and incapacitates and stuff imo, but for that to work combat needs to be more "fluid". Right now combat is all laggy and horrible, it's hard to actually position yourself properly most of the time because of how using a WS/attack makes you face the mob, and how casting spells lags you like a gil farmer.

I would definitely love a more positional fluid based combat system! I love dodging moles underground attack, dodos conal, puks frontal, gnats frontal, etc etc.