I know there's a few posts about it but I just wanted to know how many people like it/hate the current MP cost at the moment and maybe this info can help out the Dev. Team. Tell us what you think and vote below with the "Like" button!
I know there's a few posts about it but I just wanted to know how many people like it/hate the current MP cost at the moment and maybe this info can help out the Dev. Team. Tell us what you think and vote below with the "Like" button!
Leave it the way it is
Like this post if you're AGAINST the current MP cost and think it should be lowered.
Like this post if you APPROVE of the current MP cost and think it should be left alone.
id prefer it to be lowered cause i want to keep the melee alive. that would be my job when im a mage.
If the majority want a higher(current) mp cost thats fine with me too actually. Cause if worse comes, chaos sets in, mp is low, and the pt is wiping, im gonna be healing myself priority since i know i have revive equiped ;P Im not one of those solo-ers so in the end, it really just stresses the whole party.
The CON's job is not to spam heals, but to buff. Use your stoneskin and protect to mitigate damage, and use heal only after the tank has grabbed a ton of hate. Also, there are a ton of ways to recoup MP loss. You should never run out of MP if you're playing well. Eventually, the white mage will be introduced and then you will have your spam cures. Leave the CON alone!
For the first time in the games history, winning require mp management. Before their near endless MP pools made every single fight a joke... it was just hey spam cure non-stop and you have a 95% chance of beating the mob.
For that reason and to continue to allow for skillful game play I say leave it as it is. People have killed all the NMs and beat the dungeons with it in its current system, therefor it works fine. Easy/instant win game = bad game, challenging/skill based game = good game.
Leave as is. I believe that when WHM comes one of it's perks will be lower MP costs for Cure spells to encourage people to use it.
What I'm more concerned about than MP costs (which I currently don't have much of an opinion on) is enmity for low ranks. Yes, low ranks matter, I don't care how many rank 50s you have, there's a lot of people with lower ranked mage classes and I'd sure LOVE to be able to cure my partner while duoing a guildleve without having the other enemies run straight for me.
It's really far more of an issue at low ranks than higher ones because there's far less ways to actually deal with it. Just started a new character with a buddy on another server the other day and when we hit drybone I had to be ready to kite anytime I'd cure. This desperately needs some tweaking.
No. I disapprove of this thread.
What is wrong with mages and MP doesn't have anything to do with the increased casting costs. It has everything to do with the sloppy battle mechanics, every mob in the game actually being an Archer, the armoury system and its ridiculous "affinity", and threads/mentalities like this thread where you need to be in one camp or the other.
The entire line of healing spells and Sacrifice needs re-visioning
AOE needs re-visioning (removing it from some spells and adding true aoe spells isn't the answer)
Damage formulas need reworking
Stat distribution needs major revising per rank up (since physical levels are going bye bye)
Base stats on a new rank 1 character are so skewed, starting unreasonably high and advancing slowly after
The HP/MP that a level 50 end up with (assuming they haven't stacked some ridiculous amount of points all into 1 stat) are very similar to that of a lvl 75 ends up with in FFXI. So why is our first tier cure healing for nearly 300 with heavy MND?
Increasing the MP costs was expected because of aoe.. but then aoe was removed at the same time.. it seems like SE is working AROUND the armoury system instead of with it. Why re-invent the wheel? Let everyone pic 1 sub class that they can use abilities from, similar to FFXI's subjob system. How does it make sense to have a PUG that can use GLA defensive abilities, AND equip spells?
Also, GLA needs to have cure spells added as part of its own class. Just saying.
I voted for lowering it BUT only slightly. It's good that spells have a cost consequence associated with them, you can't just spam them now. I think it was great to raise them but I feel the went a little too far.
Again I'm for lowering them slightly.
Main PUG here (and solo/duo casual player) and I say keep it, it got harder but just need to change some strategy and it's manageable. Only made it hard to do some NM's but oh well... just need to try when I get higher level or something...
Also they probably might add ways to get it lowered later on like I think was Conserve MP from FFXI or something to decrease MP (slightly).
No more easy mode :)
Other than very tiny adjustments to actual costs of cure spells, they need very little adjustment. They've fallen much more in line with the HP to MP ratio of cure spells of FFXI, which does a great job balancing resourcing. I would adjust the MP cost of every other spell, such as CON nukes. And remove CON nukes entirely, giving them to THM... but I digress.
Fixing the armoury system and battle mechanics is more of a real fix than adjusting MP values, which is just a spot weld.
the mp cost is to high, it was prob to low before but this is the opposite extreme i notice more so than others maybe as my main is conj and thau and it sucks,,, at least give me rr if i have to try fight with no mp to use
Well all I'm saying is that while the increase to MP costs is great as it requires people to actually think and manage MP I feel the team went a little too far, not much though. An adjustment, fine tuning if you will, yes. Not more than a touch.
I didn't address other things such as enmity, class uniqueness, balance, etc... This thread was simply asking for thoughts on the MP cost alone.
Approve.
The new system is only a bother for people who are too lazy to re-learn how to play the job properly.
I can't give a definitive answer as I think it's too soon to say, actually. We're overhauling one system (armoury classes), right before we put in another (jobs). The overhaul was said to be spread across 1.18 and 1.19. We're in the middle of a painful transition.
That said, I would much rather have the current direction than go back to how it was before. I like that we need to use our full skillset and make better choices. Gameplay feels more challenging and, overall, more meaningful now. I would be okay with tweaks, but things feel much more balanced now than they were before.
The area effect cost is ok.
Maybe scale back single target spells to x2 or x3 instead of x4 mp cost.
The advantage of urgently needing to heal multiple party members should come at a cost that's downright unsexy.
I vote we wait till after patch 1.20 when presumably all the pieces of the Grand Re-design are in place, before we start re-designing the re-design.
They can leave it the way it is IF and only IF they give us some way to recover MP that doesn't involve waiting ages while our MP bars slowly trickle upwards. Ethers suck. They've always sucked and will forever continue to suck. Reliance on them is purely for emergencies and exceptional circumstances, like boss fights. They could remedy this by making them a lot stronger, but I don't see that happening.
Theres dozens of ways they could give us more MP regeneration without it being totally unbalanced, I just hope we see one implemented.
Failing all of that, at the very least give us a WHM job with lower MP costs than Conjurer. That would at least encourage use of the new class.
Leave it the way it is.
Leave it the way it is.
The MP costs are high right now, but that opens up ability and gear options to reduce MP consumption. People see high anything and immediately cry about it.
i am fine with the current mp cost, it promote smart playing rather than spam curing while watching tv.
Why can't you guys just wait and see how it plays out? There'll be changes in upcoming patches and we have no idea where MP costs fit into the bigger picture.
This kind of stuff doesn't help the game's development.
I APPROVE. I like the idea of having to use actual pots in the game (like any other Final Fantasy) and it was something that was missing in FFXI (not comparing them directly, its just they are both mmorpg). Because now, not only do DoM support DoW, but now if a DoW has an ether, they can support the DoM and I make it a point in parties to put items into consideration.
Idk if SE intended an increase in the use of the many items in the game, but I feel that it is a positive step (imo)
leave it as is!
Leave it the way it is !!!
Now i don't need to spam heal (solo or group) , i have to think and use some skills are forgot i had lol
And close range DD is not healing as good as me lmao
I was quite shocked when I logged in immediately after the patch update and saw that Curaga II was almost 200MP. I understand that SE wanted to raise MP costs in an attempt to promote strategic playing, but I think they over did it. I'm thinking that maybe they should decrease the MP costs slightly, to somewhere between what it is now, and what it used to be back in 1.17. I've played conjurer from the get go, so I've put almost all of my points into my MND stat in an attempt to give myself the largest mana pool I can have, but even I find it tricky to maintain high MP at times, even when using spiritbind.
Leave as it is.
Mages should also learn how to play.
Haven't read the thread, but I think the new mp costs are directly associated with the incoming support classes/jobs who will have skills to help mp management.
I like the adjustments that were made.
i agree mp cost should have been raised but it was really a HUGE jump in mp cost. The cost should be high enough that you need to manage your mp, but not so high that EVERYBODY is shouting for CONs and you need to make half your party CON to win the fight, because that's kind of what it's like right now. Maybe it could be lowered, but juuust a bit. lol
I think until jobs are released it is to early to tell
Personally after messing around with Conjurer and THM some I feel it is a tad too steep, and should be adjusted lightly, Cure casts 45 MP that hurts when you are level 20 can barely heal myself. But then again I like it better than it was the way before where you never ran out of MP. So I am in the middle.
Since I am now and always have been a Conj, as a wht mage, I think Mp should be lowered a bit but i now have to have stratagie and use ethers and mp potions. I think it should be lowered a bit.
Leave it the way it is
As if DD players feel that their pressing 1-1-1-1-2-1-1-1-1-2-1-1-1-1-2 is skillfull playing.Quote:
Mages should also learn how to play.
Even with the previously low MP costs for healing, mages probably had the most dynamic battle play available, especially in tougher fights:
- Attacking with basic attacks nuke spells, and trying to keep DoT magic on the monster
- Properly managing AoE vs Single Target (this was part of the challenge and I wish they didn't take it away since it has now dumbed things down and cluttered the action bar)
- Moving in and out of attack range that vary per class of spell
- Maneuvering to avoid attacks since our HP levels are much lower than melee classes
- Maneuvering to get a good angle for buffing all of our party members when previous spells wore off
- Watching the party's HP bars and healing when necessary
I never spam healed except when the party was getting absolutely slaughtered, and never felt bored just pressing the same button all the time.
Learn how to play?
I think I played just fine, thank you.
What do we have now on the tougher fights?
- Stay far away
- Watch the HP bars and heal or buff
- Switch between active/passive mode and wait
- Watch our MP bars and pray that we don't run out