Re: What's being done about BLM and Tanks?
You're missing the point. What were the non-paladin low def/eva/HP mobs of the original game and RoZ (leaving aside beastmen, which usually come in an inconvenient mix of jobs)? Scorpions, raptors, pugils (if dispelled), cockatrices, bombs, tigers, spiders, cactuars... Seeing any pattern here? They all had high attack, bloody dangerous TP moves, or both. People leveled on crabs and beetles because they were *afraid* of the offense-oriented mobs. CoP was even worse with hippogryphs, taurus, clusters and snolls. They actually do die pretty fast, the problem is that you might just die even faster...
It took TAU to give us mobs with low defense, low HP *and* low attack and weak TP moves. It broke the mob attack vs. mob defense tradeoff and made monsters that were bad at *everything* except stealing your food and returning magic. Which, surprise surprise, turns out not to be enough to keep them from being easier than everything else, especially if you're not relying on elemental and enfeebling magic to start with.
Not all TAU mobs are like that, of course. Marids, flans, wamoura (both kinds) and soulflayers aren't unbalancingly weak. But it only takes a few mob families that are to redefine what is and isn't good exp/hr.
And yes, exp in AU *is* brokenly easy. Look at any pre-TAU thread about exp setups, camps and exp rates and the differences will practically club you over the head. Every pre-TAU camp and setup is as good or better *in absolute terms* than it was before (new food, merits, gear, improvements to Signet, improvements to some jobs, less crowding). But all, or almost all, are now *comparative* crap, because you can now underhunt without running out of mobs and get 15% exp bonus and 1 mp/tick for doing it.
And this is the other major part of the problem (aside from the "bad at everything except 1-2 tricks that aren't that important" mob families). Exp/hr in merit maxes out at really, really, absurdly low monster levels, because monsters of those levels are just worth way too much exp for the fight they put up. If you cut the base exp value of those "VT" mobs by 1/3 to 1/2, then it would bring their exp value:difficulty ratio in line with more challenging mobs. Removing the huge bonus for picking on such wimpy mobs (level wise, not just family wise) would have a variety of ripple effects that would effectively transform the whole high level exp dynamic to something more balanced and fun.
That's what I want to see, regardless of whether the eventual exp rate (for a wide variety of party setups, which will make about the same in a balanced game) is 10k/hr, 20k/hr or 30k/hr. Yes, the party that's going to fight colibris still wants THF, DRG, RNG and no BLM - but another party going to fight something else *does* want a tank, SAM and BLM, and they'll get about the same exp/hr, so it balances out.
Infinite chain might need some looking at too, but the *base* exp value of wimpy mobs is the main problem IMO.
Originally posted by Amele
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It took TAU to give us mobs with low defense, low HP *and* low attack and weak TP moves. It broke the mob attack vs. mob defense tradeoff and made monsters that were bad at *everything* except stealing your food and returning magic. Which, surprise surprise, turns out not to be enough to keep them from being easier than everything else, especially if you're not relying on elemental and enfeebling magic to start with.
Not all TAU mobs are like that, of course. Marids, flans, wamoura (both kinds) and soulflayers aren't unbalancingly weak. But it only takes a few mob families that are to redefine what is and isn't good exp/hr.
And yes, exp in AU *is* brokenly easy. Look at any pre-TAU thread about exp setups, camps and exp rates and the differences will practically club you over the head. Every pre-TAU camp and setup is as good or better *in absolute terms* than it was before (new food, merits, gear, improvements to Signet, improvements to some jobs, less crowding). But all, or almost all, are now *comparative* crap, because you can now underhunt without running out of mobs and get 15% exp bonus and 1 mp/tick for doing it.
at the risk of making this a long winded reply: 1) most mobs aren't level 80-83 in non AU areas (the sweet spot of +5-+8 for exp:difficulty)
That's what I want to see, regardless of whether the eventual exp rate (for a wide variety of party setups, which will make about the same in a balanced game) is 10k/hr, 20k/hr or 30k/hr. Yes, the party that's going to fight colibris still wants THF, DRG, RNG and no BLM - but another party going to fight something else *does* want a tank, SAM and BLM, and they'll get about the same exp/hr, so it balances out.
Infinite chain might need some looking at too, but the *base* exp value of wimpy mobs is the main problem IMO.
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