Re: Will SE be adding more magic exclusives to various jobs?
Well, soloing Ose is practical if you can't find anyone to help you camp him. Even if it does take 15+ minutes (hell, it takes 5 minutes just to kill a PH if you're saving convert so you'll have it in case of an ose pop). Soloing Genbu in 8 hours, not so much.
But the main reason RDM doesn't feel like RDM in high level exp: super weak monsters. There's usually just no point in making them any weaker, especially when they die so fast anyway. (Occasionally silence is worthwhile.) Jobs that specialize in enhancing (BRD, COR) see one buff apply to 3+ fights, so it's still worth using; but enfeebles die with the target. Furthermore, most RDM enfeebles only reduce the monster's ability to damage the party - which is already negligible in high level exp. Dia III arguably *is* still worth casting in merit (or Dia II if you don't have III) - but that's it, because the others are irrelevant on something that dies so fast and isn't really hitting back anyway.
Of course, this mainly holds in TAU camps. If anyone actually still fought Uleguerand's Kindred or Tavnazian Rams, enfeebles would still be quite useful there. But most people don't, because it's far more rewarding to massacre the helpless.
Really, I'm starting to think that there's hardly any point to even discussing any other balance problems as long as that one remains unfixed. So much of the game balance was designed around the assumption of a given level of monster difficulty that it really destroys everything to have that thrown away. BLM vs. melee, useless enfeebles, tanks not holding hate, not taking enough damage to justify using a party slot on WHM, possibly even /NIN being invulnerable, are all traceable back to underhunting. Except it isn't really "underhunting" when you get MORE exp for it.
SE, please adjust the exp system so it is worthwhile to fight dangerous monsters for exp again.
P.S. It would fix Poison and Water Shot, too. Poison is great on things that don't die in 30 seconds - cheap, low hate, great damage/MP, can't miss or be reduced by defense/resistance once it has landed. I think it's even immune to Magic Defense Bonus. Stronger mobs = more useful Poison = more useful Water Shot. So many things would be fixed indirectly by making IT's worth fighting again.
Well, soloing Ose is practical if you can't find anyone to help you camp him. Even if it does take 15+ minutes (hell, it takes 5 minutes just to kill a PH if you're saving convert so you'll have it in case of an ose pop). Soloing Genbu in 8 hours, not so much.
But the main reason RDM doesn't feel like RDM in high level exp: super weak monsters. There's usually just no point in making them any weaker, especially when they die so fast anyway. (Occasionally silence is worthwhile.) Jobs that specialize in enhancing (BRD, COR) see one buff apply to 3+ fights, so it's still worth using; but enfeebles die with the target. Furthermore, most RDM enfeebles only reduce the monster's ability to damage the party - which is already negligible in high level exp. Dia III arguably *is* still worth casting in merit (or Dia II if you don't have III) - but that's it, because the others are irrelevant on something that dies so fast and isn't really hitting back anyway.
Of course, this mainly holds in TAU camps. If anyone actually still fought Uleguerand's Kindred or Tavnazian Rams, enfeebles would still be quite useful there. But most people don't, because it's far more rewarding to massacre the helpless.
Really, I'm starting to think that there's hardly any point to even discussing any other balance problems as long as that one remains unfixed. So much of the game balance was designed around the assumption of a given level of monster difficulty that it really destroys everything to have that thrown away. BLM vs. melee, useless enfeebles, tanks not holding hate, not taking enough damage to justify using a party slot on WHM, possibly even /NIN being invulnerable, are all traceable back to underhunting. Except it isn't really "underhunting" when you get MORE exp for it.
SE, please adjust the exp system so it is worthwhile to fight dangerous monsters for exp again.
P.S. It would fix Poison and Water Shot, too. Poison is great on things that don't die in 30 seconds - cheap, low hate, great damage/MP, can't miss or be reduced by defense/resistance once it has landed. I think it's even immune to Magic Defense Bonus. Stronger mobs = more useful Poison = more useful Water Shot. So many things would be fixed indirectly by making IT's worth fighting again.
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