Re: The issues with FFXI that we don't often discuss
Not at all. I'm fine with weapon swapping since there is the loss of TP for that. Swapping out to another set of gear for after the fight for hMP I'm also fine with. Also since most situations where the Rdm would be main/backup healing are well known in advance, I doubt you'd be doing a bunch of gear swapping there either.
My problem is primarily with statments such as:
I do not agree with having WS/TP/Acc/Haste/whatever gearsets that you swap in and out to that extreme. Yes, I realise that gear swaps are important for some jobs, probably Thf and Rdm probably the most important. But I do not agree with say, someone swapping full Hecatomb gear in and out for WS. You're gaining the benefits of Hecatomb without any of the slow penalty, and while in general extensive gear swaps don't sit well with me, that in particular really doesn't sit well with me.
I have the same feeling with swapping the Drachen Armet in and out with the Wyrm Armet/Saurian Helm in order to gain a higher Healing Breath threshold and a higher Healing Breath at the same time. Frankly I think that if SE wanted us to be able to do that then they'd make gear that let us have that, and eliminate the absurd memory constraints for the poor PS2 at the same time.
Other things that bother me?
Ranged weapon delay. It's completely absurd to have crossbows with a lower delay than longbows/shortbows/whatever you call the japanese bows. Gun delay is another issue. The bullets look like cartridge rounds to me, and the guns don't look like muzzle loaders, so why the horrendous delay on them? I'm assuming it's for balance issues, but even so.
Logging out to reset hate for big fights. Shedding hate is something that has been unique to Dragoon until recently. I think that it is absurd for people (Blm are where I hear about this the most) to go nuke happy, and then log out to reset hate. I'd much rather that monsters have a memory of what people did to them until the people or the monster is killed. Let's say a Whm uses Benediction. If the Whm logs out and the monster is still alive, then the Whm does get put back at the bottom of the enmity list and the monster will not attack the Whm when s/he logs back in. However if the Whm attacks the monster or heals a party member or does anything that would normally generate enmity from said monster, then the Whm's hate level is placed at the hate level prior to logout + whatever the Whm did after logging back in.
That lets people try to escape from a monster by logging out, and prevents people from abusing the hate loss by logging out.
Its elitest to expect a 75 RDM to have the appropriate staves to stick Slow and Paralyze, to have an hMP set to decrease downtime, and some healing gear for when they main or backup heal?
My problem is primarily with statments such as:
As a thf, I switch out *every*(barring weapons) single piece of gear every 30 seconds when things are going right.
I have the same feeling with swapping the Drachen Armet in and out with the Wyrm Armet/Saurian Helm in order to gain a higher Healing Breath threshold and a higher Healing Breath at the same time. Frankly I think that if SE wanted us to be able to do that then they'd make gear that let us have that, and eliminate the absurd memory constraints for the poor PS2 at the same time.
Other things that bother me?
Ranged weapon delay. It's completely absurd to have crossbows with a lower delay than longbows/shortbows/whatever you call the japanese bows. Gun delay is another issue. The bullets look like cartridge rounds to me, and the guns don't look like muzzle loaders, so why the horrendous delay on them? I'm assuming it's for balance issues, but even so.
Logging out to reset hate for big fights. Shedding hate is something that has been unique to Dragoon until recently. I think that it is absurd for people (Blm are where I hear about this the most) to go nuke happy, and then log out to reset hate. I'd much rather that monsters have a memory of what people did to them until the people or the monster is killed. Let's say a Whm uses Benediction. If the Whm logs out and the monster is still alive, then the Whm does get put back at the bottom of the enmity list and the monster will not attack the Whm when s/he logs back in. However if the Whm attacks the monster or heals a party member or does anything that would normally generate enmity from said monster, then the Whm's hate level is placed at the hate level prior to logout + whatever the Whm did after logging back in.
That lets people try to escape from a monster by logging out, and prevents people from abusing the hate loss by logging out.
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