2000 huh? I have MND of 130 and I only have 1400 when in Full Party with the 15% boost.
I guess I could shit all my other stats to 10 and get 175 MND (and I might, since I'm forced to) but that's not playing how I want to play anymore. Sigh.
lol.. yeah f that. My PIE is 171 and it's staying there.
Yes, this is a problem people don't seem to understand either. Personally I don't like to be a 'squishy mage' as others insist I be. It's kind of important to be able to take a few hits, how else am I supposed to survive and heal your sorry arses. You can't blame poor mp management on every argument brought up on this topic. If your tank or other members of the party are taking on too much damage, what do you expect us to do? Tell them to suck it up, and rape their stats, and put everything in to Vitality? No, this is what I suggest, tell your DD's to watch their enmity, there's no excuse now you have a bar for that. Tanks? Gear and proper stat alignment is crucial. With the ability either no, or in the future, to align your stats per class there's no excuse for you to have 100 INT as a gladiator. Use your skills correctly and practice.
That's not how things work. You can't blame us for being cross on this subject. Before long you'll be complaining about this, and they'll remove self-stat assignment as well. I think for me that'd be the last straw. They took a system that allowed me to play how I want, and now? auto-attack I admit is a nice step in the right direction, but along with that came a slew of problems completely unrelated.
Also, was AoE toggle REALLY so bad? I shouldn't be needing to heal my tank every 3 seconds, it's not my fault if he's taking on too much damage for what he is. But now with all this curaga crap my skill list is bloated.
As a level 30 Conjurer I wanted to test out the solo capabilities in Nanawa mines with the new MP issues. I get the fact that I Nanawa mines is all crowded and AOE is very difficult there but I wanted to test it anyway.
So I went in, did ok on the first 8 out of 10 mobs I had to complete. Was getting 150 SP per with GA. The experience was ok, but at this rate you're still not going to get to 50 in 3-4 months like Yoshi has stated in his producer letters.
How was the overall experience?
I am all for increasing MP requirements on spells to make healing and casting more important, but the current rate of health gained vs MP lost is not optimal for survival.
This patch has killed solo play, killed leveling in general for people who prefer not to lather themselves in masochist grind parties, and overall has killed casters.
While I approve of making caster play more challenging and exciting, this patch did not do achieve that. It could be in part due to stats meaning next to nothing still (which is being addressed in 1.19) or the fact that the MP increase is just way to high.
Yes it was terrible. I am still saddened by the fact that it exists on other spells as well. The action bar clutter will ease itself when we get to keybind the rest and have multiple action bars available on screen.Also, was AoE toggle REALLY so bad? I shouldn't be needing to heal my tank every 3 seconds, it's not my fault if he's taking on too much damage for what he is. But now with all this curaga crap my skill list is bloated.
I feel like everything you've mentioned thus far is a perfect example of why this adjustment should have been released in 1.19 or 1.20 with the rest of the related adjustments. Like I said, you cannot take the heart of the entire game and leave it this incomplete for a month while you finish up the rest of the related systemAs a level 30 Conjurer I wanted to test out the solo capabilities in Nanawa mines with the new MP issues. I get the fact that I Nanawa mines is all crowded and AOE is very difficult there but I wanted to test it anyway.
So I went in, did ok on the first 8 out of 10 mobs I had to complete. Was getting 150 SP per with GA. The experience was ok, but at this rate you're still not going to get to 50 in 3-4 months like Yoshi has stated in his producer letters.
How was the overall experience?
I am all for increasing MP requirements on spells to make healing and casting more important, but the current rate of health gained vs MP lost is not optimal for survival.
This patch has killed solo play, killed leveling in general for people who prefer not to lather themselves in masochist grind parties, and overall has killed casters.
While I approve of making caster play more challenging and exciting, this patch did not do achieve that. It could be in part due to stats meaning next to nothing still (which is being addressed in 1.19) or the fact that the MP increase is just way to high.
Yes it was terrible. I am still saddened by the fact that it exists on other spells as well. The action bar clutter will ease itself when we get to keybind the rest and have multiple action bars available on screen.
ie weapon delay, stat adjustment and tweaks, and HOPEFULLY a designated attack button. I wonder if people are truly blind to how bad this REALLY is?
to all of the naysayers...you do know that this isn't the complete battle system right? This is just the foundation...
I repeat
THIS IS NOT THE FINAL VERSION OF THE BATTLE SYSTEM AND IS NOWHERE NEAR WHAT IT WILL BE!
Healer strike is ridiculously foolish and accomplishes nothing
oh it's awful, as the hours roll on I'm seeing 1.18 is a giant failure only because it released certain things too early.I feel like everything you've mentioned thus far is a perfect example of why this adjustment should have been released in 1.19 or 1.20 with the rest of the related adjustments. Like I said, you cannot take the heart of the entire game and leave it this incomplete for a month while you finish up the rest of the related system
ie weapon delay, stat adjustment and tweaks, and HOPEFULLY a designated attack button. I wonder if people are truly blind to how bad this REALLY is?
I've been very dedicated to this game since the beginning but for the first time this patch is making me want to take a good, long break.
It really is sad...
lol analogy time =D!
patch 1.18 is like an incomplete artery bypass ^_^!
They went ahead and laid the foundation for this "surgical procedure" by slicing the artery but they didn't close the artery and now it's just bleeding out.
Gotta finish an idea before you begin it =P
you're not the only one.oh it's awful, as the hours roll on I'm seeing 1.18 is a giant failure only because it released certain things too early.
I've been very dedicated to this game since the beginning but for the first time this patch is making me want to take a good, long break.
It really is sad...
http://crystalknights.guildwork.com/
I don't feel like anyone has the right to say that about THE VERY HEART, LUNGS, AND SKELETAL SYSTEM OF AN MMO. At least the game retailed with a solid, albeit 'flawed' system that they tweaked up until Yoshida came into the picture.
You cannot take something as vital as this and release a half-assed version of it during a live game. No one denies that it is in need of some SERIOUS adjustments and additions, but you're missing the point of the thread. Mages have gone from a versatile class into the begging of more pigeon hole/set role position.
Thaus used to be a good healer, but along with the necessary nerfs their role as healer has been made nul by making Curaga CON only, and reducing Sac I/II to single target only spells. This has made, unfortunately Cons the healer of choice. We all know how this went down in XI with Scholars. It's a genuine worry, and a change that was unnecessary.
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