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  1. #241
    Salvage Bans
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    San Solara
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    Balmung
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    Quote Originally Posted by Narol View Post
    I still think it'd be better if they varied wave size based on attendance and made mobs rage (real, HNM-style "fuck you" rage) if they're a certain distance away from the forts.
    That would just keep the battles short, since it would keep the 'mob gangbang' style of Campaign going. Even with more mobs, that style of battle makes it harder to cap for people who want to do so because things get burned down so quickly.

  2. #242
    Old Merits
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    Teia Rabishu
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    Leviathan

    It'd keep battles from being artificially lengthened by douchebag PLDs soloing half a wave in a remote corner of the map. There's no real way to prevent the "mob gangbang" outside of perhaps sending more and larger waves to high-traffic areas. It wouldn't drastically lengthen fights, but it'd give more targets overall and make it harder to play keep-away.

    What they really need to do is adjust how exp is calculated, though. It's retarded that you can take, say, BRD into Besieged and cap exp easily enough, but good luck trying to cap it in Campaign.

  3. #243
    Melee Summoner
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    Fenrir

    Quote Originally Posted by Narol View Post
    It's retarded that you can take, say, BRD into Besieged and cap exp easily enough, but good luck trying to cap it in Campaign.
    I find it very easy to cap xp in Campaign on BRD as long as I can get my own mob to solo. BRD can whack on a mob for 15-20 mins, sleeping and healing and rebuffing and debuffing as necessary, before lullaby is so much resisted that it just won't land, leading to my death. Reraise, refresh tags, repeat. Between the damage I eventually do, curing myself, and taking tons of damage, xp caps out. Before they nerfed certain aspects of campaign, I used to make a ton of xp on BRD just casting horde, getting raped, reraise, cast hymnus, and repeat. I made 7500+ in 1 campaign battle on BRD once (~40-45 mins if I had to guess).

  4. #244
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    Quote Originally Posted by Jackalman View Post
    I find it very easy to cap xp in Campaign on BRD as long as I can get my own mob to solo.
    Which is kinda my point. Why should anyone who wants to cap exp have to solo their own mob, usually out of sight from everyone else, or else just be fast enough on the clusterfuck that they can get in enough damage/healing/whatever before it's over?

  5. #245
    the whitest knight u' know
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    Miya Kai
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    Excalibur

    Campaign is only ruined by 3 things.

    1) Overattendance

    2) NPCs

    3) Leeches


    All of which result in people pulling mobs away from the crowd, away from the 50 NPCs that just popped, and away from the asshole leeches feeding TP and/or competing for hate.

  6. #246
    Old Merits
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    I agree with not letting the NPCs fight the mobs if there's good enough attendance. I've been to some Sandy fights where entire waves of mobs are decimated in about a minute by several groups of Sandy NPCs and like 5 freelances.

    It's almost worse than the asshole PLDs I keep ranting about.

  7. #247
    A. Body
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    Was in a campaign battle in Beaucedine_S yesterday... Hid and solo'd a stormhorn gigas until some pldfuck, a cor and a rdm buddy (all wielding joyeuse, of course) show up and decide to kill me with TP spam. Fuck you guys, seriously...

  8. #248
    E. Body
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    Next time, try sending a tell or shouting saying that the main wave's dead to see if that makes any campaign soloists pop back up. People solo because the biggest xp rewards come from taking damage and healing that damage back, and this doesn't work with just PLD. It just as easily works with NIN, THF, RDM, SAM, and probably several other jobs, usually subbing DNC.

    I almost always solo in campaign if I get there early enough to meet the advancing wave, but I never take the thing more than maybe 50 yalms away from the fort depending on the area (Something that's just out of sight range of the fort), so people can find me with just a small-distance walk from the fort. If someone shouts or /tells me telling me the wave is dead, I'd be more than happy to take the monster I'm soloing back to the fort.

    Most soloists I find these days can be within visual range in something like a 10-20 second walk out of the fort. When they literally pull it to the other end of the zone though, yeah, that's pretty annoying.

  9. #249
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    Quote Originally Posted by Kincard View Post
    When they literally pull it to the other end of the zone though, yeah, that's pretty annoying.
    I have a PLD friend who defends doing this. His view on the matter is basically, "I want to maximize the exp I get, and if dragging some mobs to the other end of the zone and soloing them gives me the most exp, then I don't care if everyone else gets 0 exp." He'll also bitch when people other than him do exactly that.

  10. #250
    Sho
    Sho is offline
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

    Join Date
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    Man... sucks so much, those PLDs

    Meh anyways, as a BLU, even if people fight the mobs I fight, I spike hate and just tank to cap Campaign exp. Even the NMs sometimes-- BLU and /BLU with Physical Dmg Taken gear + Taco is so broken in Campaign... esp if you have a support that doesn't mind healing.

  11. #251
    Blue Magic is Best Magic
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    They could just make the mobs have a ton more HP in addition to somehow dealing with the soloists pulling shit 50 years away. If all mobs had a crap ton of HP then everyone would get more points.

  12. #252
    E. Body
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    If the battle is short, yes. One of the big reasons people solo in the first place is to get the damage taken/damage healed xp, which offer a whole ton of xp compared to just dealing damage. Increasing the enemy's HP would make enemies last longer, which probably only exacerbates said problem.

    Only real way to discourage that is to redo the way the xp calculations are done, really. I recall SE saying that they think Campaign gives a lot more xp than they expected though, which a bit silly seeing as how at Medal of Altana an hour of battle caps at what, 5000 xp?

  13. #253
    Kevin Chang
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    Quote Originally Posted by Colenzo View Post
    Yeah I guess thats why it wasn't fixed for years right? Remember that time they put in moogles in selbina and mhaura after people bitched about that for like multiple years? Yeah they really listen to their customer base let me tell ya.
    Nobody said they were fast.

    Sky alone proves how slow they are.

    A) crag teleports 6 years after the fact
    B) change Ulli to a pop mob after (at least on my server) the RMT had stopped monopolizing him
    C) fix the ??? respawns after no one is in Sky at all anymore

  14. #254
    New Odin
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    Quote Originally Posted by Gredival View Post
    Nobody said they were fast.

    Sky alone proves how slow they are.

    A) crag teleports 6 years after the fact
    B) change Ulli to a pop mob after (at least on my server) the RMT had stopped monopolizing him
    C) fix the ??? respawns after no one is in Sky at all anymore
    And let's forget that they only started caring in 2006. They're not that "slow" when you take that into account, but yeah keep up the good QQ.

  15. #255
    Blue Magic is Best Magic
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    Quote Originally Posted by Kincard View Post
    If the battle is short, yes. One of the big reasons people solo in the first place is to get the damage taken/damage healed xp, which offer a whole ton of xp compared to just dealing damage. Increasing the enemy's HP would make enemies last longer, which probably only exacerbates said problem.
    You still take dmg regardless of having to straight tank them or not. A great majority of campaign mobs do a TON of AOE ws's. Battle dance, sweep, almost all NM's etc. Healing all that back will still get you a good amount of points compared to now. More HP on mobs = battles last longer = everyone gets more exp per battle. Wouldn't make the problem worse, if you are referring to the soloing 50 years away, if they implement some sort of penalty for taking a mob past a certain point.

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