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  1. #71
    Player
    Shipp's Avatar
    Join Date
    Jul 2011
    Posts
    263
    Character
    Shipp Atori
    World
    Brynhildr
    Main Class
    Conjurer Lv 50
    I think people have forgotten how XI used back-up heals and multiple healers for certain events. Even in a leveling party, you typically had a BRD or RDM helping out the dedicated healer (if they were worth their weight). When jobs are introduced, it's likely to balance itself out. They seem high right now, but let's play the game before we start complaining.
    (2)

  2. #72
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    ya all these complaints before people actually get into the game does seem silly. You have to think, in order to eliminate the stamina bar efficiently you have to set in other handicaps that balance the situation as a whole. In this case we have changes to recast and mp cost, some higher and some lower but until it's actually tested by the player base it doesn't help to complain unless you actually try it out first.
    (1)

  3. #73
    Player
    LuxLex's Avatar
    Join Date
    Apr 2011
    Posts
    318
    Character
    Lux Lex
    World
    Durandal
    Main Class
    Thaumaturge Lv 38
    Quote Originally Posted by Shipp View Post
    I think people have forgotten how XI used back-up heals and multiple healers for certain events. Even in a leveling party, you typically had a BRD or RDM helping out the dedicated healer (if they were worth their weight). When jobs are introduced, it's likely to balance itself out. They seem high right now, but let's play the game before we start complaining.
    Last I checked RIGHT NOW we don't have bards and red mages, so why should we wait to be upset with ridiculous nerfs?
    (2)

  4. #74
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    you are missing his points, he is saying you shouldnt be healing 7 melees alone in a party.
    (1)

  5. #75
    Player

    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    33
    I'm curious to see how these changes to MP costs for heals work out. I believe it will also make classes a tad more 'specific' as opposed to everyone having cure in their bars and spamming themselves/party with it.

    Now more teamwork and class functionality will become vital. Good luck all!

    PS - For crying out loud, you people are stating things and haven't even played with the new patch implemented yet! haha.

  6. #76
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    108
    Quote Originally Posted by Griss View Post
    With the new mp costs attached to pummel and flurry i wonder how many main pugs will slot in stygian spikes into there loadouts.
    Roaming Soul + Stygian Spikes and you're good to go.
    (0)
    Google Kwestro

  7. #77
    Player
    Shipp's Avatar
    Join Date
    Jul 2011
    Posts
    263
    Character
    Shipp Atori
    World
    Brynhildr
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by LuxLex View Post
    Last I checked RIGHT NOW we don't have bards and red mages, so why should we wait to be upset with ridiculous nerfs?
    Then start stacking CONs and building a balanced party. Try to comprehend what you're reading before responding.

    People can heal on every class. Instead of bringing a DD, you could always take another Conjurer that will DD AND support the main healer.

    I used those jobs as examples, I didn't realize there were people so obtuse that I needed to spell it out with the current classes.
    (1)

  8. #78
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    108
    Quote Originally Posted by VisionHolder View Post
    I both like the idea and feel a little fearful. In a party, I think this is great. It will make players think and strategize, as most people have pointed out. Maybe people will even learn to stop wearing R45 gear at R25, particularly when they're tanking! <gasp!> On my server, I almost every single person I meet wears gear that's 10 to 20 levels above their rank, even in the elite LSs I've seen...

    As someone who mostly solos, though, this will definitely be harder. I'm hoping it will be a good challenge and not a massive headache. Up until now, playing Marauder has been the hardest because my MP was already really low, and hard-hitting leve mobs usually left me without MP and resting after combat. Now I'm worried that I'll run out of MP mid-fight or sooner... even with Bloodbath and all of that. We'll see, though. Also, as someone pointed out, casual players often get stuck choosing between playing solo and playing with pick-me-up parties that often include slow learners (or non-learners). It was different in FFXI -- I used to take noobs under the wing and teach them how to play in a friendly and helpful manner. In this game, the crowd that's being drawn in doesn't seem to care as much. Most of the ones I've met just want to go in and bash on things or spam spells, even if it means death after death. (They simply don't learn. Hence, they don't get invites to the elite LSs and get left for the rest of us casual players to deal with.) Oh well... I'm not trying to rant--I spend most of my time soloing anyway. I'm just eager to see how this will affect solo life.
    it's pretty expensive buying gear for each class at varied ranks.
    (0)
    Google Kwestro

  9. #79
    Player

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    Mar 2011
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    Ul'dah
    Posts
    108
    Anyone in this thread think there is a reason they lower raise from 38 to 14?? LOL!!
    (0)

  10. #80
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    97
    Copying what I pasted in the 1.18 thread.

    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'.


    Quote Originally Posted by Jabo View Post
    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.

    Quote Originally Posted by Jabo View Post
    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.

    Quote Originally Posted by Jabo View Post
    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.

    Quote Originally Posted by Kiara View Post
    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).
    (2)

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