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  1. #61
    Player
    Menae's Avatar
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    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by soshifood View Post
    The idea of the Overcure trait isn't to hit multiple people. That's massive emnity generation right there. 15% of the time you're casting Cure II, a Cure III crit will be available for 15 seconds. The probability of being able to use Overcure is much higher due to this. And it will be a crit as long as you cast while the buff is on. I'm not even talking about relying on this instead of Medica. Cure III crit is a good alternative to Cure II if someone needs a lot of healing asap, which was the whole point of my argument.
    Hence why I suggested the increased potency to make it universally more healing than Cure II, even if only a little. Let's put it this way - what problems would it cause if Square redid Overcure so that instead of a guaranteed crit on your next Cure 3, it'd be a crit on your next Cure 2? Right now Cure 3 feels like it's only there for using up a proc, and a proc which isn't something I need a lot anyway.
    (0)

  2. #62
    Player
    Rollan's Avatar
    Join Date
    Jan 2012
    Location
    Gridania
    Posts
    24
    Character
    Rollan Kyojin
    World
    Sargatanas
    Main Class
    Blacksmith Lv 50
    The only time I ever use Cure III is when the tanks are near eachother, or tanking together. (hydra, Coil 2)
    This makes it so you can practically solo heal Hydra, don't have to worry about one tank going down if you're healing both^^

    Quite sad really I never go after that OvercureIII proc. It's just so damn expensive when a good ol' cure will do :X
    (0)

  3. #63
    Player
    soshifood's Avatar
    Join Date
    Aug 2013
    Posts
    49
    Character
    Princess Lenna
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Menae View Post
    .
    It's entirely possible that Cure III was made by Square Enix to be one of those moves which requires a lot of skill and coordination to properly utilise; i.e. stacking. Why? Because the heal is immense and is nearly the equivalent to two Medicas in half the amount of time. You know, kind of like how Street Fighter 4, by Capcom has combos which require extremely precise timing to pull off (which over the years pro players can now do effortlessly). A lot of things we find impossible become standard over time as long as people practice.

    Now the skill could get a buff or a nerf once the data comes in for Square Enix. The range is short precisely because of its potential effectiveness as an AoE heal. Whether it's too short is debatable because the amount of heal is massive. If SE are going to increase the range after taking latency into account, I doubt it would be by a significant amount. This is simply to avoid Medica from becoming inferior.
    (0)

  4. #64
    Player
    Menae's Avatar
    Join Date
    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by soshifood View Post
    It's entirely possible that Cure III was made by Square Enix to be one of those moves which requires a lot of skill and coordination to properly utilise; i.e. stacking. Why? Because the heal is immense and is nearly the equivalent to two Medicas in half the amount of time. You know, kind of like how Street Fighter 4, by Capcom has combos which require extremely precise timing to pull off (which over the years pro players can now do effortlessly). A lot of things we find impossible become standard over time as long as people practice.

    Now the skill could get a buff or a nerf once the data comes in for Square Enix. The range is short precisely because of its potential effectiveness as an AoE heal. Whether it's too short is debatable because the amount of heal is massive. If SE are going to increase the range after taking latency into account, I doubt it would be by a significant amount. This is simply to avoid Medica from becoming inferior.
    I'm okay in theory with the concept of a high-skill move, but the range is too short for use like that at the moment. You have to start your cast before everyone is stacked (or burn swiftcast, which eliminates a potential rez), then hope everyone makes it in time. The longer you wait, the more people are in range, because they'll have time to make it, but the longer everyone is stacked the more likely they get hit with an aoe. It's really tight timing, which might work well for Street Fighter 4, but in SF4 there are two players to deal with, not 8, and all the effortless high-level plays with extremely precise timing are possible because players are playing on one local machine, without internet delays and especially without the rubberbanding or other latency issues that have popped up an awful lot in this game.

    I'm sure people can use Cure 3 to stack and heal effectively sometimes, but can they do so consistently, quickly, and does the encounter design allow for it to be a viable strategy. Those all three must be answered with yes for me to accept Cure 3 in it's current state, and right now the latency issues alone say no. Again, I'd be fine with the spell given a small potency boost over cure 2 and otherwise kept as is, to at least make it a throughput option for the tank. I'd also be fine with it being given a small range boost (to 6-8 yards) and otherwise being left as is to be a targetted aoe heal that I can use to hit the freaking melee. Right now though, it seems like the spell is trying to do too many things and none of them well enough.
    (0)

  5. #65
    Player
    WaffleSlaper's Avatar
    Join Date
    Aug 2013
    Posts
    1
    Character
    Waffle Slaper
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by soshifood View Post
    It's entirely possible that Cure III was made by Square Enix to be one of those moves which requires a lot of skill and coordination to properly utilise; i.e. stacking. Why? Because the heal is immense and is nearly the equivalent to two Medicas in half the amount of time. You know, kind of like how Street Fighter 4, by Capcom has combos which require extremely precise timing to pull off (which over the years pro players can now do effortlessly). A lot of things we find impossible become standard over time as long as people practice.
    I'm sorry but if you are going to compare FF14 with Street Fighter 4, saying hard combos with 1 frame links in it is like cure 3 in FF14, the comparison is completely wrong. If you are comparing them it would be like the difference between using different buttons in different situations. Some characters have some pokes or moves that rarely get used at all simply because they have other buttons or moves that do the same job but much more efficiently or better.

    Think of Ryu's standing medium kick compared to his crouching one. They are both there to do the same job, but the crouching one is much more faster, cancelable and hits low. Its much better in almost every situation. The only times you will see someone use the standing one is when they mess up or trying some really tricky mind games. Other than playing mind games, the same thing can be said between Medica1/2 and Cure 3. Cure 3 is simply a situational tool that can be used whenever the time comes to do so, but until then, Medica1/2 are much more efficient at doing the job Cure 3 was assigned to do.
    (0)
    Last edited by WaffleSlaper; 10-18-2013 at 12:31 PM.

  6. #66
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    The mana cost is immense and the setup is a burden... I prefer to divine seal+medica.. maybe Medica x 2. I can hit more people and the mp consumption isn't so bad...Cure 3 is junk atm.
    (0)

  7. #67
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Remove cure 3 and give us back Sacred Prism >_>
    (1)

  8. #68
    Player
    soshifood's Avatar
    Join Date
    Aug 2013
    Posts
    49
    Character
    Princess Lenna
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Menae View Post
    .
    Your points are reasonable. It might not be particularly useful now, but I do believe that Cure III got some utility that shouldn't be dismissed entirely. Increasing the range by 2-3 yards wouldn't hurt the game too much.

    Quote Originally Posted by WaffleSlaper View Post
    .
    You're missing the point. My point of the SF4 comparison was simply to show that game mechanics can be mastered even if they seem impossible at first. Nobody new to Street Fighter will know how to poke or perform mind games, let alone pull off 1-frame links. That's basically it.
    (0)

  9. #69
    Player
    Nullie's Avatar
    Join Date
    Oct 2011
    Posts
    244
    Character
    Ishiene Phye
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by sharazisspecial View Post
    Remove cure 3 and give us back Sacred Prism >_>
    I highly agree. I miss that skill. It doesn't have to be as OP as it was in 1.0, maybe a longer cool down. Like 180 secs so we can't abuse it. Anything is better than cure 3.
    (0)

  10. #70
    Player
    MelvinK's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Ciel Wintermere
    World
    Tonberry
    Main Class
    Conjurer Lv 70
    Cure 3 is useful in wave 6 of turn 4. People will be stacking behind dreadnaught during the enrage timer.

    It is situational but far from useless
    (0)

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