I agree, I would much rather spend more MP for a longer buff duration. That extra time used to rebuff yourself is a loss of a lot of damage(Where blu already behind 2h jobs where the dds are buffed as well).
I agree, I would much rather spend more MP for a longer buff duration. That extra time used to rebuff yourself is a loss of a lot of damage(Where blu already behind 2h jobs where the dds are buffed as well).
Many of Buff magic of Blu become useless since it's duration is too short. Let's see
BLM version
Shock Spike / Spell cost: 24 MP
Casting Time: 3 seconds
Recast Time: 10 seconds
Spell Duration: 3 minutes
BLU Version
Plasma Charge / Spell cost: 24 MP
Casting Time: 3 seconds
Recast Time: 60 seconds
Duration: 60 seconds
Same MP same cast time but why blu end up 1 min and blm get it for 3 min?
or
Ice Spikes / Spell cost: 16 MP
Casting Time: 3 seconds
Recast Time: 10 seconds
Spell Duration: 3 minutes
Reactor Cool / Spell cost: 28 MP
Casting Time: 3 seconds
Recast Time: 60 seconds
Duration: 120 seconds (2 minutes)
It's already almost double MP just for 12 percent more def still less duration than ice spikes.
Same to many of buff/debuff magic with very short duration.
Like Barrier Tusk you cast time is 10 percent of totally time use that is very insane. Make it more useful please.
Another vouch for make the spells last longer and increase the MP cost appropriately. Right now the spells are NOT worth using at all. We wouldnt give up points on our spell list for these buffs at the moment.
3 minute duration Triumphant roar at 108mp instead of 36mp? I'd take that in a heart beat.
Last edited by Transmit; 05-16-2012 at 01:40 AM.
Thank you very much Camate for the response.
To sum up, I think it's fair to say based on the feedback in this thread, the consensus among BLUs is that we're perfectly willing and ready to pay more MP to cast these buff spells in return for a longer duration.
But I want to stress that I think it would need to be at least x2 the duration and probably closer to x3 or even more in many cases to be a worthy improvement. In other words, please don't skimp on this
In terms of ways to execute this, besides making a flat update to all buff spells across the board (which I think is fine and I can't imagine any BLU complaining about), another way is to create a stance that applies only to BLU buff spells where cost is tripled in return for tripled duration. That allows you to leave the present system alone. This ability "stance" could become one of the new merit abilities where each additional upgrade enhances the potency of the buff by 5%.
In any event, I really hope this change doesn't get pushed to the back burner because it really is one aspect of BLU that is pretty broken at the moment, in varying degrees.
Looking forward to hearing more feedback from Dev. Thanks again Camate!
What's overpowering? Most of the spells we'd share with the pt would be once every 10mins. If it were once every 1 to 3 then i'd understand. SE often judges spell vs spell but players judge spell + situation + recasts/casts vs situation and that's why we have these problems--we play to win which is something i think they no longer do (See PW for details).
Can we have the rest of blue "magic" classified in terms of formal spellcasting? Our healing spells are based off Healing skill and are affected by "Increases 'Cure' potency" gear. Can we get our buffs classified as Enhancing Magic, our debuffs classified as Enfeebling Magic, and our Drain/Aspir type spells classified as Dark Magic (Maybe Holy for Magic Hammer to protect the broken aspect of what I am about to suggest on the next line).
This way, /SCH would be able to enhance the spells using their stratagems and again making them more viable options.
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From a different option, and one I think people might find agreeable, would a new Job Trait be out of the question?
A BLU exclusive Job Trait.
In an effort to keep the beast at bay, the Magus Attire was forged in an effort to prevent the transformation into something far more feral (Never figured out why a powerful BLU would become a BLM Soulflayer even if they had no experience as a BLM). A new method was developed by the Immortals to protect oneself further, but recovery time increases.
Protected Soul (Job Trait): The duration of your buff spells increases, but your recast time for all spells increases.
Protected Soul I - Buff duration increases by 15%. Recast time for all spells increases by 30%.
Protected Soul II - Buff duration increases by 10% (25%). Recast time for all spells increases by 20% (50%).
Protected Soul III - Buff duration increases by 15% (40%). Recast time for all spells increases by 30% (80%).
Protected Soul IV - Buff duration increases by 10% (50%). Recast time for all spells increases by 20% (100%).
Set 2 of the following spells for each tier:
Cocoon
Refueling
Feather Barrier
Diamondhide
Amplification
Triumphant Roar
Regeneration
Battery Charge
This would mean that, in exchange for doubling the recast time of all of your spells, you could increase the duration of your buffs by 50%. A 1-minute buff would last 30 extra seconds, a 3-minute buff would last for closer to 4 minutes and 30 seconds. However, blue spells could not be spammed anywhere near as fast. In fact, the trait would have an added benefit to limiting the TP feed of some spell happy BLUs much to the joy of some tank jobs.
You can't have a job trait that hurts you, it's a passive ability that you can't choose to toggle on or off. What if I wanted to set cocoon and battery charge but didn't want my buff recasts increased? It doesn't work as a trait and to make it an ability would be composure which Blu will not get, move away from increased recasts as a penalty in ideas it's been done, Blu won't get it
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