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Thread: Cure V

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  1. #1
    Player FrankReynolds's Avatar
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    Mrkillface
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    Cerberus
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    MNK Lv 99
    Quote Originally Posted by Quetzacoatl View Post
    something of equal ridicule would have to be given as well to balance it out, right? ;\
    Hmmm... I see an announcement coming from camate.

    "The dev team has decided to give Red Mages the ability to learn Cure V. However, The Red mage Version will be self target only. Red Mages Rejoice!"
    (3)

  2. #2
    Player Quetzacoatl's Avatar
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    Quetzacoatl
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    Leviathan
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    DRK Lv 99
    Quote Originally Posted by FrankReynolds View Post
    Hmmm... I see an announcement coming from camate.

    "The dev team has decided to give Red Mages the ability to learn Cure V. However, The Red mage Version will be self target only. Red Mages Rejoice!"
    LMFAO. I just spat my water out reading that.
    (0)

  3. #3
    Player Siiri's Avatar
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    Character
    Siiri
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    Bismarck
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    WHM Lv 99
    Cure VI is fine in abyssea, you are correct there. I think it needs to be redone outside to make it viable to be used though.
    (0)

  4. #4
    Player Quetzacoatl's Avatar
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    Quetzacoatl
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    Leviathan
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    DRK Lv 99
    Quote Originally Posted by Siiri View Post
    Cure VI is fine in abyssea, you are correct there. I think it needs to be redone outside to make it viable to be used though.
    Tweak it so its potency is also dependent on 75% of the target's Max HP to prevent overcuring, perhaps? My opinion on Cure VI is that it's supposed to be an emergency cure to prevent the target from dying the moment they hit Red HP.
    (0)
    Last edited by Quetzacoatl; 10-04-2011 at 08:11 AM.

  5. #5
    Player Motenten's Avatar
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    Tweak it so its potency is dependent on a high percentage of the target's Max HP, perhaps?
    That wouldn't work. Anything that would be remotely useful outside Abyssea and could still cure more than Cure V would be ludicrously overpowered inside Abyssea. Anything balanced for inside Abyssea would be pathetically weak outside Abyssea.

    EG: Mnk inside Abyssea with 3600 HP. 2/3 of his HP would be 2400 HP cured; quite potent. Now cure the nin outside Abyssea with 1200 HP for 2/3 of his max HP: 800. Not worth the effort.
    (0)

  6. #6
    Player Dantedmc's Avatar
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    Character
    Danntay
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Cure VI is useful in the situations where you need heavy healing abyssea and voidwatch. Abyssea obviously you aren't running out of mp. Voidwatch also allows you to have plenty of mp conservation. Up to 7 tic gear refresh, /sch or /rdm, +2 pants, and 2x Lucid Ether II / Mana Powder (If you have your periapts) that get recharged everytime you proc the nm. Don't get me wrong I want cure VI's mp cost lowered and they could even throw in another bonus such as enhanced cureskin +15%. However Currently Cure VI is a nice addition when you need to do heavy healing.
    (0)

  7. #7
    Player Quetzacoatl's Avatar
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    Quetzacoatl
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    Hmmm, good point...
    (0)

  8. #8
    Player Quetzacoatl's Avatar
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    Quetzacoatl
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    Leviathan
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    DRK Lv 99
    Yeah, I agree there needs to be an extra perk to using Cure VI to be worth using. I'm almost inclined to say a defense bonus of some sort.
    (0)

  9. #9
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    Being on a scroll and being taken off said scroll is what I call spells being taken away, I don't know why your definition is so different.
    (1)

  10. #10
    Player saevel's Avatar
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    Quote Originally Posted by Neisan_Quetz View Post
    Being on a scroll and being taken off said scroll is what I call spells being taken away, I don't know why your definition is so different.
    Did you have "Cure V" or "Flash" in your cast-able spells list ever? Did one day you wake up after an update and find it gone?

    That is the definition of take away, it means to remove something you could do.

    SE didn't take away any spells from RDM, they simply didn't give them to RDM in the first place. Which is why WHM wasn't on the "addle" scroll when it was created, even though SE knew they were going to give it to them and the precise level they would do it at.

    This goes to one of the lessons learned from the skinner experiments. Take two groups of rats and put them in a skinner box. The first group have drop food pellets at a rate of one per min. The second group have food pellets drop at a rate of once per 5 min.

    After awhile, change the first groups drop rate to once per 5 min. Observe the behavioral changes. The first group gets irate, angry and will attack each other. The second group is calm and sedate. Both groups are getting the same food rate of once per 5 min. The only difference is that the first group got to experience a greater sense of reward.

    The conclusion was reduction of reward is considered to be a hostile action by the recipients. They believe you are "taking" something from them, even when it wasn't theirs to begin with.

    Next experiment involved two birds in a cage. First bird could easily hit the level and get a food pellet. Second bird had it's feet tied to a pole and was unable to get to the food pellets. After awhile the mechanism to drop the food pellets was turned off. Guess what happened? The first bird got irate and started attacking the second bird who's feet were tied down.

    The conclusion was that the reduction of reward not only is a hostile action, but that the recipients will attack the nearest recognizable object as the source of the problem. The first bird got angry at the second because it's reward was removed, even when the second bird wasn't receiving any of the reward.

    Seriously, as much as I hate how MMO's use Skinner's experiments to model their game reward mechanisms, most of this experiments explain much of the social behavior present in these video games. And here we thought ourselves better then animals.
    (1)

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