Numbers are everything in this game. You don't get the numbers right and you're trying to chip your enemy to death with a massive amount of TP feed while you have your Bards using useless Minne songs on you instead of Haste or Attack.

You don't get away with misrepresenting how the game works when trying to adjust it. If you're trying to adjust the game you have to know how it works at least on a level of basic competency or you'll just make it worse.

Quote Originally Posted by Chocobits View Post
I do acknowledge you could misinterpret my remark about Cure IV.. It goes through phases and in the past it was numerically not an efficient or wise spell to repeatedly cast due to the ridiculously low amount of cure potency we were given. That is no longer the case..
There is no misinterpreting here unless you failed to say something. You said White Mages use Cure III and Cure V. We cannot have a good discussion on changes if we don't accurately portray the way people play, especially optimally.

Before the formula changes, if you were at just at level 70 with your Light Staff and Noble's Tunic, Cure IV was always MP efficient compared to the other cures, with the exception of Cure V's slight benefit, even before nice things like Afflatus Solace and Light Arts.

Even then, overcuring was a bad idea, especially since White Mage got maybe 1MP/tic Refresh unless you had support, and healing without a Red Mage or Bard breathing down your neck wasn't exactly going to be working out for you.

Quote Originally Posted by Chocobits View Post
but a simple "You meant post-whatever-suggestions-you-just-mentioned right?" Instead of another small novel that only serves to reaffirm what I am already saying!
There is no reaffirmation or agreement stated. Please don't misrepresent others like you are misrepresenting the things you're trying to adjust.

Quote Originally Posted by Chocobits View Post
Also, take into consideration that with the adjustments I suggested.. some cure potency might need to be sacrificed in order to get a decent -enmity value on our gear...
Any cure potency that would be sacrificed would merely drag down Cure V/VI further, due to the way cure potency works.

Any minute amounts of Healing Magic skill that would be removed would have the same effects, although it wouldn't impact main healers with significant skill, but instead mostly harm /WHM and /RDM that are trying to provide healing support without drawing enmity under any changes that increase cure enmity.

That said, no cure potency itself would be needed to be cut, although if you had read the Cure Formula Changes thread you'd have noted this from the suggested item sets given near the end. They themselves are even outdated, so you can actually get even more -enmity gear then listed. Considering that, it isn't that hard to have a decent cure set and -enmity at cap, although you'd have to expressly build for it.

But -enmity from gear and Tranquil Heart only go so far.

Quote Originally Posted by Chocobits View Post
So yes, Cure IV would go out of style with cure enmity values adjusted per my suggestions...! And it's not like we don't have refresh up the wazoo.. I didn't have a difficult time using Cure V back at 75 cap.. I don't see it being a problem at 99 cap..?
Healers shouldn't be penalized for healing any more then they already are, and healing more at a single time should be more MP efficient then healing less. Really, directly affecting the enmity output of cures would cause too many problems for healers as is.

SE has already clearly stated that regarding cure enmity that they were looking into a job trait that would be the opposite of Tranquil Heart.


Quote Originally Posted by Chocobits View Post
although Saevel seemed to be chomping at the bit looking for an argument!
Stating things as fact which are counter to what actually happens in the game tends to make players contradict you with horrible things known as facts.

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You want to fix Paladin? Keep the changes simple.
  • Fix Enmity
    Don't screw over mages by directly increasing Cure enmity generation and don't expect damage dealers to have to hold back damage to let the tank keep being the main target.
  • Fix Cover
    Turn Cover into a stanced ability that works on any party members behind the Paladin targeted by single target attacks. Increase duration to at least be half of the cast time, if not more. Adjust the merit category or remove it. If desired, have some buffs to cure spells cast on players behind the Paladin while under this effect, such as increased healing and enmity generation.

There are more ways someone could adjust Paladin but this would be by far the easiest to do. If Cover could be used about half the time or more pending the defense changes, Paladin would be useful enough until the enmity changes come into effect that it would be fairly okay.

With any adjustment you have to be weary of the consequences, wide reworks of how everything works, or every job ability and adding gimmicky abilities take forever to implement and are full of problems down the road, whereas smaller tweaks can make big differences.