Xenich
Cipher
- Joined
- Mar 21, 2013
- Messages
- 2,104
Endurance fights are a completely different ballgame.
Classic EQ had some fun ones but nothing like pandemonium warden in ffxi. Think the first kill in the game took like 18 hours straight. Had to get guild shift rotation going lol.
Games don't really aim for the obscenely challenging any more but I'd prefer my endurance fights to be no longer than 4 to 6 hours I guess. Though I question if I'd want to commit that much effort to a game these days.
Oh, I am certainly not hoping to go back to those EXTREMELY long fights of old, I would prefer them to shorten just a bit these days (raid fights that is, mob HP in EQ would be just fine imo), but to be every bit of an endurance fight.
EQ's issue wasn't the mob HP so much as it was the player's HP regen. When I couldn't get a group as a warrior, soloing was a slow affair. Kill a mob, bind wounds to 50%, then sit for 3-5 minutes and do it again, X250 for the next level.
Yep, I know the feeling, I couldn't solo after level 36 as a monk until I was able to get high end raid gear and even then it was only light blues. We weren't solo friendly classes though, so it was to be expected. I would just throw a group together and off I went. Same was with the warriors, you just pulled a group together and that solved the soloing issue. Those who insisted on soloing played more solo friendly classes (ie Necros, Wizards, Druids, etc....). They didn't design the game for soloing though, it just turned out that some classes with clever tactics could do soloing. For instance, the only reason I was able to solo at all past 30 was because I figured out how to fear kite as a monk using Instill Doubt. It was rough, but I was able to do it near split paw.
The nice thing is that they are continuing this design focus with Pantheon. The classes won't be balanced for soloing, but... may be able to solo at different times through different applications of skills, though some classes may not be able to solo much at all like it was in EQ. I think that system along with many things is what created the community of EQ. People had to rely on others. Reputation mattered as a matter of survival (unless you wanted to play a necro solo all the time).