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#1 Mar 31 2013 at 6:37 AM Rating: Decent
Maybe I am doing something wrong, but I am finding it difficult to get along in the new area. Just why did SE effectively nerf summoner? There isn't a thing in the new area that isn't Tough to my 99 Summoner and standard kiting/pet tanking no longer seems to work. WTF. Forget any new avatars. Fix Summoner so its a survivable class again,.
#2 Mar 31 2013 at 7:14 AM Rating: Excellent
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It's not just you, it's every job. It's supposed to be a group area mostly. It's a shame people dont really team up with people. Even BST with a Familiar'd T pet is having a hard time in there doing anything.
#3 Mar 31 2013 at 9:02 AM Rating: Excellent
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Did SMN pet tanking exist for T+ mobs before Abyssea? I've quit out of this game and come back so many times I genuinely can't remember, but are you sure this isn't just a return to what FFXI was before Atma/Level Correction godliness? Genuine question, not trying to insult or anything.

My BST seems to be able to have fun with a T pet with my old CHR/Charm gear out of storage. I've had no problem charming/recharming and can happily kill T-VT mobs for a chuckle (granted I faced 1 VT mob... didn't cause me any trouble, though). I really think some people have forgotten how the game worked before Abyssea/VW sometimes; I've seen a lot of people saying "Wtf? I can't hit ****! I'm doing no damage! Where's my 10k WSs?!" and it's quite... saddening.
#4 Mar 31 2013 at 9:22 AM Rating: Excellent
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Diamondis wrote:
Did SMN pet tanking exist for T+ mobs before Abyssea? I've quit out of this game and come back so many times I genuinely can't remember, but are you sure this isn't just a return to what FFXI was before Atma/Level Correction godliness? Genuine question, not trying to insult or anything.


The recent adjustments to the enmity system means a smn will typically have their face torn off for performing any type of action (assault, BP, etc.), since outright damage isn't enough to effectively hold hate. It's a known issue that a lot of jobs are having trouble with, but pet jobs are really feeling the brunt of it.
#5 Mar 31 2013 at 9:24 AM Rating: Excellent
I'm finding it really hard to get along as a mage, too. There is really no way to safely rest magic points, or any way to do our thing from a safe distance, which is what mages were designed to do. The new coalition content is almost unplayable as blm, imo.

Also, I'm kind of surprised that the two most accessible outdoor areas in the new expansion are both giant maze layouts. I'm getting bored just running around the mazes trying to find a battle that enough others happen to already be at in order to participate.
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#6 Mar 31 2013 at 10:41 AM Rating: Good
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Good.... good. I gotta say, I'd be disappointed if I could just waltz into an area that has been touted as a brutally savage land that rips buttholes into adventurer's foreheads and just start kicking butt as if they were an Ephemeral Limule eating my Brew-charged Hundred Fists.

Edited, Mar 31st 2013 12:41pm by Amovorite
#7 Mar 31 2013 at 11:07 AM Rating: Excellent
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Amovorite wrote:
Good.... good. I gotta say, I'd be disappointed if I could just waltz into an area that has been touted as a brutally savage land that rips buttholes into adventurer's foreheads and just start kicking butt as if they were an Ephemeral Limule eating my Brew-charged Hundred Fists.

Edited, Mar 31st 2013 12:41pm by Amovorite


No one mentioned anything about that though.

SMN is unfortunately almost unplayable as a solo job now, as weird as that is to say. I think a change is needed for pet jobs with regards to the new hate system, or soon they'll be no one left willing to waste their time on the job at all.

I also wish there was a way to find out where to go for the new fights. Last night I spent over an hour running in circles trying to find where to fight at. If I did manage to find a fight, it was over in seconds and as a solo person, once I stopped to cast reraise after the fight before heading out I'd loose the group and be back to wandering through the maze. No pt invites, no replies to shouts for information. Everyone was just finding one person running around and then following them until the group wandered into a fight. It's quite frustrating.

I'm not sure what SE's plan is for these fights once the initial rush to complete content is. I can't see a group of 2-3 people coming here and clearing out the roadblocks themselves, and like it or not, FF has moved to these low man groups.
#8 Mar 31 2013 at 11:12 AM Rating: Good
I still say to this day that Abyssea was going to be SE's last hurrah for XI. They let us have a fun playground with broken stats and easily obtainable items. Then of course, XIV launches, bombs everyone sticks around XI and now they need to make new lasting content, but go back to their old ways. Only issue is, those old ways seem slow and boring now. Is it more challenging? Probably not, just need to go back to the varied jobs to support each other beyond a mnk and whm.

In a game this old though, it's hard to encourage people to go back to bigger varied parties when you've been used to soloing/duoing everything and enjoying it. It's kind of cool that this expansion is trying to do a throw back, but after the success of Abyssea, why not add more areas with huge buffs, challenging mobs and keep the playerbase happy.
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#9 Mar 31 2013 at 11:40 AM Rating: Excellent
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To be quite honest, I have to say that the changes to Ratio and Enmity were long overdue and are much more effective in practice than I expected. I died a lot yesterday and a white mage pulled hate off me for the first time in years. Also, only one of my deaths was a one-shot (Final Sting Q.Q). The changes to monster Ratio, level correction, and Enmity have allowed SE to restore some balance to the game's battle system. Now I actually notice when I'm not wearing Protect.


Now, they obviously didn't get it all right in their first go. Reives overreward melee and don't reward mages. The expansion system is limited by the willingness of people to educate themselves (so it's going to take forever). Geomancer and Rune Fencer both look like they have no place in the game as it currently stands. Summoner pets have a hard time tanking. However, these problems are addressable in ways that are going to improve the game thanks to the mechanics changes.

As an example using summoner pets, it's an unavoidable fact that Summoner pets have had terrible DPS and been a bad damage source for years. In the past SE could not change this, because increasing avatar DPS would allow the avatar to start pulling hate with melee rounds and would make summoner essentially invincible as a soloer. Run away, pull out your avatar. Keep running. Doesn't matter if your BP timer is up or not, because the avatar can pull hate with melee rounds. Invincibility. The monster wouldn't even get within range of you ever even if it had movement speed. Now that they've changed Enmity (and subsequently alienated the job from all its roles in one patch - PD duration halved, can't pet burn things with SMN anymore, etc.), they can actually address the underlying problems with the job. Terribad avatar DPS can be improved because it still isn't going to allow summoner to just pewp out avatars and keep running safely forever.

Despite the collateral damage, I am happy to see the game moving towards a more balanced and interesting endgame again.

Edited, Mar 31st 2013 1:41pm by Byrthnoth
#10 Mar 31 2013 at 12:44 PM Rating: Good
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People complaining that the game's too difficult? I might actually have to come back to FFXI at this rate...! o_o
#11 Mar 31 2013 at 1:54 PM Rating: Excellent
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I also wish there was a way to find out where to go for the new fights. Last night I spent over an hour running in circles trying to find where to fight at. If I did manage to find a fight, it was over in seconds and as a solo person, once I stopped to cast reraise after the fight before heading out I'd loose the group and be back to wandering through the maze. No pt invites, no replies to shouts for information. Everyone was just finding one person running around and then following them until the group wandered into a fight. It's quite frustrating.


It's not that the new areas are too difficult. I think the difficulty is right where it needs to be, actually.

It's the game design that's bad.

We shouldn't have to spend so much time running around giant maze layouts, in hopes that we might find a battle where there happens to be enough people that we can actually participate.

This could be fixed by having some kind of map system like campaign, where we can see where new reives are about to break out... then people would at least know where to run to, and we wouldn't be wasting so much time running around a very samey, unremarkable maze area.

Edited, Mar 31st 2013 12:55pm by Thayos
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#12 Mar 31 2013 at 2:21 PM Rating: Good
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I'd like to see the HP of the lair in Lair Reives increased and mobs respawn faster for these.

Right now, I can run in with an ochain, hold back everything while another person wipes out the nest in no time at all. Giving more HP to the nest would increase duration of the event. Even when there are a group of just 6 people at a lair reive, we wipe out the mobs so fast that there's nothing left except the nest, so it would be nice to distract people from the best. I'm sure this last point changes when it comes to higher level reives though.
#13 Mar 31 2013 at 2:31 PM Rating: Excellent
I'd also like to see the battlefields expanded a bit, so that mages can cast/rest without being in the middle of agro. Squishy mages in the middle of T/VT/IT mobs with no one dedicated to tanking is never a good combination.
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#14 Mar 31 2013 at 2:35 PM Rating: Good
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It completes the cycle..

CoP: Too HARD! too much group work, level caps suck,etc.
Removal of Caps: fast xp, solo content, removal of tactics, etc.- WTF! This game is too easy, too boring, too redundant, so forth and so on
And here we are again.. seems interesting..

Not knocking anyone. Just pointing out that there is no real way of win here. Too many different preferences.
#15 Mar 31 2013 at 2:39 PM Rating: Excellent
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Thayos wrote:
I'd also like to see the battlefields expanded a bit, so that mages can cast/rest without being in the middle of agro. Squishy mages in the middle of T/VT/IT mobs with no one dedicated to tanking is never a good combination.
This, definitely this. Also, in the same idea- adjust the 10 minute timer. I understand penalizing those that run away from a field, but what about when a lair reive is in your path or you approach slightly too close to a colonization reive? Things have picked up a bit more now, so it's not nearly as bad, but I still run through lair reives on my way somewhere, but yet I can't participate for another 10 minutes simply because it was in my way.
#16 Mar 31 2013 at 2:46 PM Rating: Good
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5 seconds to get back in range is a bit harsh, I feel. I once got locked out for 10 minutes because I accidentally walked out of range and had already initiated a DNC cure before I realised. JA lock meant I couldn't get back in fast enough -.- Really? 5 seconds? Not 10? Wtf?!
#17 Mar 31 2013 at 2:49 PM Rating: Excellent
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The worst part about the 5 second timer is you're at 3 seconds left before you even see the warning messages in your log.

Also, difficulty is FINE. No one is saying difficult is too hard.
#18 Mar 31 2013 at 3:12 PM Rating: Default
If anyone rereads my old post, as if your going to, you will see my take on hate. I commend SE for what they have done with this new expansion and as mentioned above, people are never happy.

You wanted hate mechanics to change, you got it. I am glad they did, however I was always a advocacy of you do not have to change the whole game, only the way you play it. People may take offense to this but this whole WOW style of playing has dumbed & made players way to lazy.

At the same time I am all about low people party. Does not take as much time and you still get the social aspect of the game. Kudos to SE for making this more challenging, long live the Nostalgic players!
#19 Mar 31 2013 at 3:32 PM Rating: Excellent
I'm sure that they'll adjust some things before too long. Look at all the adjustments they've made to other content soon after it was first released. Sure, it's a bit confusing as to why some of that content was released in the form that it was, but they've been good at making adjustments to it when need be, and I'm sure that, once they get enough feedback about it, things like the cooldown, the ranges, and things like that will be addressed some. For things like the range, it's clear what they were trying to do with it, since they wanted to have it close enough to the "main target" so that if you're just wandering around, you're not going to get swept up into it unless you intentionally get close enough to it.
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#20 Mar 31 2013 at 3:53 PM Rating: Excellent
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Main problems that seem to stand out are the 10m lock out and how quickly you're "kicked" for leaving the area. Personally, I'd say cut the timer to 3m, then only kick if you drew enmity on something. From there, up the warning to 15s with a warning every 3s if you're gonna be flagged out of the area. The solution to the "need a tank" problem otherwise seems obvious. Invite one.
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#21 Mar 31 2013 at 3:53 PM Rating: Good
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Thayos wrote:
Quote:
I also wish there was a way to find out where to go for the new fights. Last night I spent over an hour running in circles trying to find where to fight at. If I did manage to find a fight, it was over in seconds and as a solo person, once I stopped to cast reraise after the fight before heading out I'd loose the group and be back to wandering through the maze. No pt invites, no replies to shouts for information. Everyone was just finding one person running around and then following them until the group wandered into a fight. It's quite frustrating.


It's not that the new areas are too difficult. I think the difficulty is right where it needs to be, actually.

It's the game design that's bad.

We shouldn't have to spend so much time running around giant maze layouts, in hopes that we might find a battle where there happens to be enough people that we can actually participate.

This could be fixed by having some kind of map system like campaign, where we can see where new reives are about to break out... then people would at least know where to run to, and we wouldn't be wasting so much time running around a very samey, unremarkable maze area.

Edited, Mar 31st 2013 12:55pm by Thayos


It would be nice if they adjusted (or removed) where colonization reives appear in the dungeon areas. Not being able to travel from one end of the an area to the other because knotted roots are blocking the only path is just terrible design.
#22 Mar 31 2013 at 4:31 PM Rating: Excellent
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It would be nice if they adjusted (or removed) where colonization reives appear in the dungeon areas. Not being able to travel from one end of the an area to the other because knotted roots are blocking the only path is just terrible design.


Tell me about it. You run outside to retrieve some item, you head back, except without a warp scroll or tele you can't. Next thing, someone will cry that is cheating. Thing is not all players have the same objectives
#23REDACTED, Posted: Mar 31 2013 at 8:40 PM, Rating: Sub-Default, (Expand Post) The players that are doing the mass book burns and Aby parties can go back to the old days. Question is do these players want to go? It seems to me that these type of players don't want to. I don't do book burns nor Aby.
#24 Mar 31 2013 at 10:59 PM Rating: Excellent
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Maybe they over anticipated just how many players are doing these battles. When campaign and besieged first came out there were alot more people doing them even months after their release.
#25 Mar 31 2013 at 11:30 PM Rating: Excellent
Well the thing about campaign was that you didn't have to have a big group to do it... skilled players could pull mobs separately and still have a good time fighting in the Crystal War.

These reive battles are just... ugh. They were designed with absolutely no consideration for mages. Also, I have no idea how realistic it will be to get these done a couple of months down the road. It's annoying as heck running around these giant corridor areas, and the battles just aren't very interesting.

I want this expansion to be good, so I'm holding out hope that there's more content coming just around the corner.
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#26 Apr 01 2013 at 8:22 AM Rating: Excellent
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They put out a form on the official forums (JP) about Reives to gather feedback about how well the system works in practice. Watch the NA side for a form this afternoon/tomorrow.

I farmed >60k Bayld just by doing the Reives I ran in to while questing/doing Ops over the last two days, and it honestly wasn't that bad once I learned the specifics of the different monster groups and built a more aggressive evasion build. As a brief overview for Ceizak Battlegrounds on DNC/NIN:
1) Bees - Harmless until they Final Sting you. Final Sting goes through shadows and can do 2k damage. Try to WS them to death from 25%.
2) Ladybugs - THF type monsters. Very evasive and has access to Amnesia. Try to stun TP moves with Violent Flourish.
3) Grasshoppers - One knock-back/stun TP move that is blocked by shadows. Fight them with your back to a wall so that you aren't ring-out'd.
4) Mantids - Don't fight them unless your group has sleep and knows how to use it. They don't seem to have death prophet, but do have all the other terrible TP moves. Try to stun them.
5) Butterflies - One AoE knockback move that goes through shadows and one Blind/Silence/Paralyze move. These things suck on DNC and make it eminently clear why SE's arguments for Healing Waltz being super strong have always been stupid. Try to stun their TP moves and stay away from other people that are fighting them.
6) Rabbits - Whirl Claws spam can be very dangerous. Keep shadows up and wear an evasion set even when you don't have hate. You will need to Waltz yourself.
7) Spiders - Accept that you're probably going to be slowed for the entire fight, but otherwise these are not very threatening or notable.


I really did enjoy having some moderately difficult battles over the weekend and would not like to see the difficulty get nerfed. It is finally back to the point where triple-links almost always kill me. I would like to see SE reduce the AoE multi-status effect spam (which I swear they said they were doing in the update notes), but most things are manageable. Except for Final Sting (which is avoidable with a little planning), there was never a time where I blinked and I was dead. That was a nice change from Legion, Voidwatch, etc. I mean, I actually had to make/use a hybrid evasion set again. Awesome.

That said, I worry a lot about the staying power of this expansion. It needs more content and it needs it fast. The expansion has been out for less than a week and my remaining tasks from it are:
1) Do the 5 remaining quests (4 are expensive step-and-fetch-its with crap rewards, one is a mining quest with a useful KI reward).
2) Level GEO and RUN to 99 (I don't really have any interest in this, but it is possible)
3) Keep doing my coalition tasks to vote for Signboard at the Peacekeeper's guild. <--- This is the only daily task that accompanied the expansion.
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