Idea for xp parties

Staralfur

Drk/Drg Spokesman
Adventurer
Joined
Dec 22, 2004
Messages
126
At some point in any, or most, jobs there is a time when the invites for a party might not come so quickly. Obviosly this is more true for some jobs than others. Granted some jobs are necesarry for the success of a pt and thus are required. However what about the less desired jobs for a pt? How can they recieve the invite frequency that others my get on a daily basis?

Let me also say that im not complaining about having to wait for parties. Yes it gets annoying sometimes but i survive and if i dont get a pt, i do other things to make my time worthwhile, but maybe there could be a solution to this?

What about an XP modifier for having a certain job in your pt. Lets say that maybe every day a new job is picked, and having this specific job in your pt will increase the xp gained overtime. so for instance on this particular tuesday the job might be mnk. what pt wouldnt want a mnk to increase the overall xp gain? then wednesday could be blm. every job would get their turn and it would be fair. Also a new order of jobs could be picked each time so it is not too predictable. what would be worse than not getting your job day because you never play on a sunday perhaps?

Of course beastmaster might be a bit more tricky, perhaps this rule would even work on solo play.

But then again this might ruin the fun of creating a totally unique party and just having a nice casual xp party, without worrying about how much xp is acually gained. im sure there could be much debate on the subject.

this of course would probly not please everyone and there are probly some flaws but its just a little idea i had. feel free to critique and add your opinions to this.
 
that would be cool^^ then you damn meeles can feel how its like to get 5 blind invites in one hour! (yes it happens to me >.>)
 
Hmm, I don't think it's really a good idea, when you choose a job, you must accept the consequences that follow, either good or bad..

-But yes, it is an idea.
 
that will be nice, cause it will just piss you off by sitting there for hours days or weeks and there is no one invite you hahahha that just suck
 
chpal said:
then you damn meeles can feel how its like to get 5 blind invites in one hour! (yes it happens to me >.>)

As far as I know most melee would love to any invites in an hour.
 
Yeah, all my jobs are melee, and invites suck for all of them. Minus my Warrier which is at 28-29 in the jungle. *I forget which exactly.*

Any good group will fill at least two spots with mages, great groups tend to have three. Then there is the tank...

Best Party to date was Pld, Drg, Thf, Rdm, Blm, Whm... SC bliss.
 
Firestreak said:
Um then it'd be even worse for the melee jobs when it's not their day. Wouldn't a smarter solution be to better balance the jobs?

Balance them, how? Since this a is a discussion board, let's discuss this. I actually think SE didn't do all that bad a job with the classes. If you read the other link pertaining about the start of FFXI, they didnt even know what the "perfect"party setup was. They just kinda did their thing and it evolved into what we have today.

I think the perceived imbalance is more a result of how the players play the game, more than it is SE's fault. Drg and Drk fall into this category. It used to be sooo fashionable for the new players, they all wanted to be a Drk or Drg, and well, most of them sucked, got bored and left fo WoW. While this left the good Drk's and Drg's, it certainly didn't help their reputation and it has taken awhile to come back into the "good graces" of the the population.

Drg itsself is a good example. Back when it was "nerfed", which wasnt even really a nerf, more of a fix for a true imbalance, everyone cried to the high heavens about it. This gets around a syphons its way down to the new players. Pretty soon everyone got the opinion Drg was nerfed, resulting in the job having a bad name. The funny part was, if you asked most of the people who said drg was nerfed, they couldn't tell you why.

Mnk's and Wars are a different story. These guys suffer from a lack of a reputation at all. There simply arent enough mid-level Wars and Mnks to develop one. Im sure if people started to party more with these jobs, word would get around about how "OMFG!!KK@@ L@@T" these jobs are, and it would become fashionable to invite them.

Whm Rdm and Brd. These jobs are kind of similiar to Drgs and Drks, only in reverse! The percentage of people that play these jobs are relatively small compared to server population. With them being so scarce and needed, of course you're going to see them all in a party. Im sure if everyone had gone Rdm/Brd instead of Drg/Drk, you would see a lot of Rdm's lfg.


I can however offer up ONE small change to a job that would effect and help ALL jobs. Give a Smn an easily casted, small mp cost bloodpact that gives party refresh. Think about it. Smns with that ability would me another refresher, meaning more parties could be made, meaning more opportunities for jobs that arent the "first choice" to have a chance to party.
 
DRG and RNG are for the most part in direct competition. Who can do more damage per battle, stronger WS, faster building TP? They have basically identical skilchain positioning with their WS. While RNG are expert pullers and all DRG can do is throw pebbles(most don't have pebbles). This is obviously a balance problem. While it's true that rangers spend much more gil, rangers work well with other jobs like THF and DRK(specially post 60).
If you want to talk about balance, MNKs can't start or end distortion until level 60. Not even with a secondary STF weapon skilled up and ready. This makes them inferior for many of the most popular monsters in the game, who coincidentally, happen to be hardshell type and more resistant to blunt h2h damage as opposed to piercing weapons. MNKs are good against many of the more unpopular monsters to level off of because the monsters are either undercon or very risky to fight and the cause of great downtime. This is not to say MNK are terrible at crab but other DDs are often the wiser choice. Where's the versitility?
DRKs have the advantage by the fact that they can use either SCY or GSD and be effective with both, and those different weapon types have certain advantages over different mobs.
Solutions? More versilitility to DRG and MNK. Give them different sets of weapons that can cap at or near their most popular choices. Allow them to compete more equally against other DD. Simple as that I think.
 
Again though, that is a player problem. Players just dont put any thought into their parties, in either setup of location, they just throw together a party and go. Yes, there are some jobs that dont work perfect together. For example, Drk and Thf cant do a Lvl3 together until lvl71ish. They can however can work together.

Drk and Drg actually work tegether. Just have the Drk pull. Ive been in several parties like this, and it works well. You dont NEED a Rng. So what if a Mnk cant make distortion? They can open induration if ice is that needed.

Instead of changing the skillchain though, change the location of where you xp instead. Everyone gets so caught up in the mold of crab fantasy. There are other locations that you can go in the 50's that are simply AWESOME if you have a Mnk. Same goes for a Whm. It cracks me up when you cant find a Whm and people then want to leave the party. So you dont have stona, big hairy deal! Just dont go hunting Cockatrice and Lizards!

Good discussion so far.
 
alanon said:
I can however offer up ONE small change to a job that would effect and help ALL jobs. Give a Smn an easily casted, small mp cost bloodpact that gives party refresh. Think about it. Smns with that ability would me another refresher, meaning more parties could be made, meaning more opportunities for jobs that arent the "first choice" to have a chance to party.

I agree that having another job class have the ability to refresh would help immensely. I've been in parties where we had 5 members waiting for 45min - an hour or more waiting for a rdm or brd.
 
This is true, but what remains fact is that DRG and MNK have far less options. Hence, less party invites. If Staff was revamped and made equal to H2H/PLM those 2 classes might have a few more options. The point isn't that MNK is always worse than DRK, the point is more often than not it's the worse choice, because there's less versitility.
 
Firestreak said:
This is true, but what remains fact is that DRG and MNK have far less options. Hence, less party invites. If Staff was revamped and made equal to H2H/PLM those 2 classes might have a few more options. The point isn't that MNK is always worse than DRK, the point is more often than not it's the worse choice, because there's less versitility.

Yes, I can see this and wish they would do something about the weapons. Drk has their Gsd/Scy
Rng - Bow/Xbow
Pld - sword/gsd
etc
etc

It does seem that Mnk was kinda meant to have the staff as their secondary weopan. Does anyone know of any Mnks that have tried to level a staff to see what it could do?
 
i agree with what was said about the jobs being balanced and the whole reputation factor. i remember when i was a low-mid lvl i would always question why anyone would want to be a mnk. but after experiencing them in a pt i realized i was wrong about that. i guess as i got higher i appreciated each job more and im now eager to try out different xp party setups. i think SE balanced them alright. a party can function properly with most setups as long as you work a plan to fit the jobs in the pt.

I also agree that giving smns a refresh ability would help, especially since refresh is pretty much required as soon as its avaliable for use.
 
Yes parties can balance for the right setup. But the job that works in the most setups is the job that is going to get the most invites. It's just mathematical. Giving MNKs another weapon skill to allow them to fight some more traditional monsters more easily wouldn't unbalance them, it'd just open up more possibile working party combinations.
 
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