


I can go with that, provided its a change from a DoH class to DoW class and vice versa requiring 20-30 yalm range from the party engaged in combat.I think you shouldn't be able to do those things if you are within a certain range of the party(maybe like near the same camp or within a certain short radius), but if you are nowhere near them you should be able to do all that stuff, perhaps they will fix this issue.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

Agreed with this thread, although I can sort of see why it's in place d/cing and just having to stand there and watch my LS fight an NM is kinda lame. It's like they're trying to be protective but in the process it just hurts people who are doing nothing wrong, and makes the game frustrating.


For those talking about Kiting:
If you think there's no Kiting in FFXIV, you'd better join us when we do Drunk Fishing.



Depends on the type of kiting. That lame kind is where you have to nuke a boss while kiting it for the entire fight. Kiting adds as a mechanic (using roots and snares and other nifty things to keep them at bay) is actually perfectly acceptable.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


I don't want to be able to invite players while engaged. It gives power to n00bs and retards. I remember the horrors of XI's early days (before rage timers) where LSs would bring 30+ people to Fafnir and zerg it dead in a 5-6 hour fight because they could just keep throwing people at it by booting the dead.
Rage timers prevent that somewhat, but it still makes shit easier for those who don't wish to learn a strategy. Dodore was a hard NM for most LSs on my server back in Jan for example. If they could have booted their dead tanks and added new ones they'd have zerged it dead no problem.
Right, easy solution to satisfy both parties. If the mob is an NM, don't allow invite while engaged, otherwise allow it. It's probably just the easy mode people who want the power to boot their dead and invite others. I've no problem wiping to an NM because half the party DCed and it has happened. It's a price worth paying to prevent the shit XI had.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com



This is more a reflection of how bad encounter design was in FFXI, not that dropping and inviting people while in combat was broken or OP.I don't want to be able to invite players while engaged. It gives power to n00bs and retards. I remember the horrors of XI's early days (before rage timers) where LSs would bring 30+ people to Fafnir and zerg it dead in a 5-6 hour fight because they could just keep throwing people at it by booting the dead.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)




you mean the same dodore that has being solo'd, duo'd, and trio'd since way before the patch that made it loleasy?
and once again people are willing to take things that make the game less fun because they are afraid. i had the same worry of zerging, but was looking at more of once the battle starts the party gets locked so only people in the party could rejoin, but not let in new members. that would solve the same worry without the keeping dc'd people out of the fight.
http://crystalknights.guildwork.com/


No one was soloing Dodore in January. But yes certain THM abilities are over powered, doesn't mean an NM is easy however because not everyone had the luxury of THMs tanking it back then. Solo/duo strategy is quite different than when you're bringing a linkshell made up of a variety of classes, sometimes with no THM at all.
Can't say I'd disagree with that.and once again people are willing to take things that make the game less fun because they are afraid. i had the same worry of zerging, but was looking at more of once the battle starts the party gets locked so only people in the party could rejoin, but not let in new members. that would solve the same worry without the keeping dc'd people out of the fight.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com




well i am not certain about january, but i am deffinitely sure they were being solo'd in february. i believe my statement you quoted was pre nerf patch. pre nerf patch it was being solo'd.No one was soloing Dodore in January. But yes certain THM abilities are over powered, doesn't mean an NM is easy however because not everyone had the luxury of THMs tanking it back then. Solo/duo strategy is quite different than when you're bringing a linkshell made up of a variety of classes, sometimes with no THM at all.
http://www.youtube.com/watch?v=KazOD...DDFC2B1457546D
this was taken 2/28 which was before the neft that lowered the amount of hp on the mobs and reduced the number of minions. i guess i was right.
Last edited by darkstarpoet1; 05-09-2011 at 12:41 PM.
http://crystalknights.guildwork.com/


Well I specifically said January. By 28/2 every high rank linkshell on my server was regularly farming it. You're comparing different time periods. Shit changes, people develop better strategies, THMs figure out how to use Emulate etc. My original point was that LSs would have been zerging it by booting dead in January (you're expected to assume mid month when no actual date is given) when they were unable to defeat it with strategy had there been the option.well i am not certain about january, but i am deffinitely sure they were being solo'd in february. i believe my statement you quoted was pre nerf patch. pre nerf patch it was being solo'd.
http://www.youtube.com/watch?v=KazOD...DDFC2B1457546D
this was taken 2/28 which was before the neft that lowered the amount of hp on the mobs and reduced the number of minions. i guess i was right.
On a side note, Wutai was a bit behind the curve with Dodore. The doublets were selling for 5mil on other servers by the time linkshells here were farming it. They stayed 10-15mil on this server until the nerf.
I just don't want to see unskilled players beating mobs without strategy before they've learned how to fight it. People will do anything to take down a mob on the first attempt if given the options. I've seen a Dodore fight that lasted an hour that included multiple wipes, the guys were exploiting something to keep claim and reset the rage timer. That's the poor man's way of zerging. They couldn't boot their dead. They just reset, kept claim and restarted. Don't make it easy for them.
You gave a good solution to the problem in your earlier post so there's not much to debate.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
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