Players' abilities, especially those of melee damage dealers, have been steadily increased over the years. Some examples:
In contrasts, the monsters' performance have largely remain the same. Many players would even say the last expansion pack, Treasure of Aht Urghan, gave us monsters which are even weaker for the experience points received. (e.g. Imp with its low HP.) That, instead, has further lowered the effective difficulty of monsters, since players naturally gravitate to targets which give the best experience points per hour.
Does FFXI's development team agree that there's now an imbalance between the players and the monsters?
If so, how does the team plan to address the problem?
- Two-handed weapons benefiting more from stats
- Hasso
- Haste/Accuracy gears
- Three forms of external MP refresh, stackable
- Armor with "Refresh" effect
- Sushi (for substantial accuracy increase)
- Various other gears
- Merits
In contrasts, the monsters' performance have largely remain the same. Many players would even say the last expansion pack, Treasure of Aht Urghan, gave us monsters which are even weaker for the experience points received. (e.g. Imp with its low HP.) That, instead, has further lowered the effective difficulty of monsters, since players naturally gravitate to targets which give the best experience points per hour.
Does FFXI's development team agree that there's now an imbalance between the players and the monsters?
If so, how does the team plan to address the problem?
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