Re: The BLM Problem
Exactly. This is what I was talking about when I said the game mechanics were broken horribly by ToAU - the whole skillchaining system has been all but thrown away.
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Previously, the "best" way to earn XP was to go after Incredibly Tough opponents. There wasn't any value in going after Very Tough enemies because you couldn't get enough spawns within range to make it worthwhile. Only in a few cases was this even possible, which is how roaming merit parties were created in the first place, originally in places like Shrine of Ru'Avitau and Kuftal Tunnel, which were the only zones that had monsters of the appropriate levels and quantities. Monk-burn King Ranperre's Tomb parties followed this general trend as well, substituting IT+ skeletons due to the damage bonus that monks receive against them, which effectively made them about equal to a Very Tough instead of borderline Incredibly Tough.
Going after Incredibly Tough enemies had its drawbacks, though. Melees had very poor accuracy against enemies with such a huge level gap, while black magic was guaranteed to land with at least a reasonable chance of accuracy, greatly assisted by Magic Bursts, which is why the original XP party dynamics included 2 melees and a nuker for damage.
Right around the release of ToAU, everything changed.
Many monsters in ToAU have few HP, low Evasion and low Defense for their respective levels, which was supposedly counterbalanced by having slightly stronger special attacks, but in practice the stronger specials aren't much of an issue because they have such a tiny time window to use those attacks. In addition, their spawn times are about three times faster than in other zones.
Add to this the improved accuracy that melees now enjoy, not only from improved gear, but from merit points and the ever-present use of sushi, and we now have a situation where the overall damage from BLMs over time is eclipsed by even average melees, as long as those melees receive a continual stream of enemies to rain destruction upon.
The whole premise for going after IT+ enemies is now gone, and the unfortunate victim of this change is that skillchains are now virtually non-existent in high level XP/merit parties. Sure, you can still go after IT+ enemies... but why? You can infinitely chain weaker T/VTs instead and make better XP, plus the 15% bonus for Sanction when the Candescence is active in the hands of players so your T/VT's are now treated as if they were VT/IT once you pass chain #4 (and with a good party, you can chain indefinitely) as far as XP earned per kill, while you're killing them in a fraction of the time.
Without a need to go after IT enemies, skillchains become meaningless because you can deal plenty of damage to T/VT's without any skillchains since you're not missing constantly, and without skillchains, the need for magic bursts goes away. With no need for magic bursts, the role of BLM in standard XP parties has completely vanished once ToAU zones are taken into account.
If this isn't broken game mechanics, I don't know what is.
Icemage
Originally posted by Taskmage
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Previously, the "best" way to earn XP was to go after Incredibly Tough opponents. There wasn't any value in going after Very Tough enemies because you couldn't get enough spawns within range to make it worthwhile. Only in a few cases was this even possible, which is how roaming merit parties were created in the first place, originally in places like Shrine of Ru'Avitau and Kuftal Tunnel, which were the only zones that had monsters of the appropriate levels and quantities. Monk-burn King Ranperre's Tomb parties followed this general trend as well, substituting IT+ skeletons due to the damage bonus that monks receive against them, which effectively made them about equal to a Very Tough instead of borderline Incredibly Tough.
Going after Incredibly Tough enemies had its drawbacks, though. Melees had very poor accuracy against enemies with such a huge level gap, while black magic was guaranteed to land with at least a reasonable chance of accuracy, greatly assisted by Magic Bursts, which is why the original XP party dynamics included 2 melees and a nuker for damage.
Right around the release of ToAU, everything changed.
Many monsters in ToAU have few HP, low Evasion and low Defense for their respective levels, which was supposedly counterbalanced by having slightly stronger special attacks, but in practice the stronger specials aren't much of an issue because they have such a tiny time window to use those attacks. In addition, their spawn times are about three times faster than in other zones.
Add to this the improved accuracy that melees now enjoy, not only from improved gear, but from merit points and the ever-present use of sushi, and we now have a situation where the overall damage from BLMs over time is eclipsed by even average melees, as long as those melees receive a continual stream of enemies to rain destruction upon.
The whole premise for going after IT+ enemies is now gone, and the unfortunate victim of this change is that skillchains are now virtually non-existent in high level XP/merit parties. Sure, you can still go after IT+ enemies... but why? You can infinitely chain weaker T/VTs instead and make better XP, plus the 15% bonus for Sanction when the Candescence is active in the hands of players so your T/VT's are now treated as if they were VT/IT once you pass chain #4 (and with a good party, you can chain indefinitely) as far as XP earned per kill, while you're killing them in a fraction of the time.
Without a need to go after IT enemies, skillchains become meaningless because you can deal plenty of damage to T/VT's without any skillchains since you're not missing constantly, and without skillchains, the need for magic bursts goes away. With no need for magic bursts, the role of BLM in standard XP parties has completely vanished once ToAU zones are taken into account.
If this isn't broken game mechanics, I don't know what is.
Icemage
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