Originally posted by Lunaryn
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It's not just the target monsters that make Burn Pts work so well in ToAU it's the combination of low hp mobs with fast repops and an exp bonus that create not only infinite pulls, but artificially increased EXP on them. But even besides that, Burn pts can work on almost any mob, anywhere. It was a combat tactic used in KRT, Sky, Sea and Bibiki long before ToAU came out and it was always far more efficiant then traditional parties. Because you only gain exp for killing, and gain more exp for killing fast, having a tank play defensively only slows things down. It will take more then a few slight changes to the exp value, and physical buffing of some mobs to make burning equal to, or even close to, traditional party exp gain. But by doing that you'd force people to go back to the days where you couldn't even exp without a tank and two specific healers while forcing many melee jobs to go back to lfg for weeks on end.
Nerfing something that the vast majority finds a helpful and useful boon to the game just so a very vocal, very small minority can squeeze more 'fun' out of the game...which is something that can already be done...is very narrowminded thinking. If you want to 'balance' the exp gains between traditional and burn pts, then you have to completely rework the way monsters grant exp rewards.
And before any more of you get your panties in a wad and think I'm trying to protect "my" prefered way of exping, just know that I haven't bothered to join any TP burn in months, hell, I don't even go lfg if I can help it. And on top of that I spent the better part of yesterday *trioing* T smithies in Yuhtunga as a Drk/mnk with a Drg and Blm. It was far slower then a full exp pt, but because they were friends (which took me all of 10 minutes to set up) I didn't have to worry about being surrounded by complete morons. And to me, a more enjoyable time exping is far more fun then gaining all the exp in the world. But then again, I'm wierd like that.
Originally posted by Pteryx
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-- Pteryx
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