Um.
Broad Swing 30 second recast timer implemented
I thought that was bad enough, but then I had to see..
Cure Effects only a single target
MP cost raised from 12 to 45
Cure II Effects only a single target
MP cost raised from 20 to 75
Cure III Effects only a single target
MP cost raised from 36 to 135
Sacrifice Effects only a single target
MP cost raised from 10 to 35
Sacrifice II Effects only a single target
MP cost raised from 18 to 68
Sacrifice III Effects only a single target
MP cost raised from 32 to 120
What, the, fuck?
They can't be this stupid, honestly. I have to get in the game to see what's going on. If they are that stupid, then they've just forced me to quit.
Note: If you couldn't tell from the Marauder quote, I'm talking about playing solo and using cures while playing the DoW classes.
PS: @Translator: It's 'affects', not 'effects'.

Originally Posted by
Jabo
Ever thought that a warrior class shouldn't be good at healing?
They're not; that's why there's a system called class affinity in the game.

Originally Posted by
Jabo
Or that playing solo in an MMORPG shouldn't be very efficient?
It's not, because you can't do difficult levequests, dungeons or kill NMs unless you're significantly higher level than the content. This rule is true for every single MMORPG out there.

Originally Posted by
Jabo
Or that a healing spell for a warrior class is a exception, a bonus and not a necessity
What about Paladins? Not really sure where you were going with this statement.

Originally Posted by
Kiara
Right now, there's *no* need for a Conjurer or Thaumaturge in many parties; you can just equip a couple of their spells on your Marauder / Archer and be done with it; it marginalized many classes, or made most classes feel homogenized in many ways (every class could equip / use almost all the skills from other classes).
That's the point of the skill system and an advertised feature of FFXIV, (which they're slowly going to change. Again, another advertised feature of FFXIV being thrown away.) The ability to mix and match skills from every job.
Again, the reason why class affinity exists. Skills used by the designated classes will be significantly more potent than if you used it on a different class. If they were looking to nerf this even further for some reason, they could've rebalanced it for mage skills being used on DoW classes only, not done something this insane.
As for not needing dedicated healers, there is a con alongside of the reduced effectiveness of mage skills on non mage jobs: You cannot AoE cast them with them. Now Cure and Sacrifice aren't AoE anymore (which actually nerfs dedicated healers due to non AoE regen), but we might actually be able to AoE cast heal with Curaga on DoW classes. If anything, that further defeats the point of dedicated healers! I'll have to logon and see, but arguments supporting this mp cost change this are becoming partially invalid now in regards to "it made dedicated healers useless".
The change, until I confirm it ingame, did nothing but wreck solo players. Unless SP gain got a sigificant boost for defeating lower level mobs, then I probably won't be able to level anymore.
Oh and, for the record, I don't grind. I used to in FFXI, but playing RPGs for 20 years makes you end up hating grinding.
Edit: Just got back from a 5 minute test. Auto attack will take some heavy getting used to, especially on mages (they smack things with their weapon now.. meaning you have to be in melee range); the icons are ridiculous and harder to 'read' now, the cure mp increase is insane and it looks like I won't be able to kill anything above my level, but I still have more testing to do. Servers are so overloaded they're crashing (or kicking people).