Viktoriya wrote:
Gweivyth wrote:
Viktoriya wrote:
I don't see how that was any different than during era retail. Another BLM was always 100x more efficient than a SAM could ever be in many of the pre-toau HNM fights. SAM wasn't a slouch either in some of the fights like Fafnir on retail. The main issue with melee in FFXI was always level correction, the system severely limits melee on level 90+ mobs. You're already taking a 4 accuracy penalty for every 1 level a monster has over you. Big HNM have high defense, auto-tp regen, nasty AoE damage to the point where 2-3 melee is a severe difference in how much they're going to TP. There was a reason every zerg fight consisted of rdm/drk's to chainspell stun lock the mob down. Post ToAU, this was radically different as more melee friendly HNM's appeared on the scene.
The mob TP issue is largely defined on Nasomi as one of the most critical balance problems that plagues the server. I've did the same testing as found in the "MOB TP FEED" thread and mobs blow their tp very fast. Combine this with tp regen that many HNM already have and you will continue to see the server as a manaburning fest.
Melee were really useful in pre-TOAU for everything short of land gods, (or HNMs as NA/EU called them) which I personally never bothered with. Much of the content I ran/experienced was instanced. Lots of Dynamis, Sky, Sea, and Salvage.
If that stuff was era-appropriate here, we'd have more melee.
Yes, but even then, melee were typically feeding skillchains for magic bursts on things that weren't being melee burned. You didn't really see SAMS start raping Fafnir till post 2hand update and overwhelm merits. We typically brought melee to most things we fought for skillchain purposes even before ToAU came out. In Salvage, ridill wars, and decked monks could pwn all of the chariot bosses. THF merit ability, "Feint" opened up a lot more melee burning tactics we saw unfolding all throughout ToAU.
The issue is that Nasomi isn't retail. I think some fights here are easier and some fights are much harder than retail. The issue is going to keep coming back to mobs blowing TP much faster. Every one that has tested it has seen how quick mobs are blowing tp. Also, I've noticed some TP moves certain HNM do here are much stronger than retail which will keep things a blm and blu burning fest. Even the dynamis monsters are several levels higher on Nasomi than retail for w/e reason. Nasomi is just Bizzaro retail, I guess that is the best way to describe it.
Regarding dynamis mobs, I believe the mobs from, the unnamed project that we cannot talk about, were set lower than retail so to make up for dynamis being too easy, Nasomi increased the levels to above retail because... nasomi... Although, I must admit, if dynamis mobs are above retail, its probably not by a whole lot.
The mob tp spam reduces the number of xp camps significantly. Normal xp parties cannot xp on goblins, raptors, spiders, etc because of the spam, but also because the tp moves are too potent. An EP Goblin bomb toss should not 100 to 0 a lvl 75 character... These reasons are why you have very specific camps for every level range, i.e. bats in KRT that don't use Jet Stream.
The two things that this server needs is to get mob tp working more in line with retail and to reset TOAU mob levels. The server pop would take off if nasomi did both of these things, but for whatever his reasons are, it doesn't look like we will ever get the retail version of TOAU.