Re: heart surgery
Stop being a baby! Having to live with your heart cut up is challenging!
Re: heart surgery
Stop being a baby! Having to live with your heart cut up is challenging!
Well I mean ... if this had come with a Job System (WHM) or the stats-tied-to-your-class update, then I could at least pump up CON full of MND and pump up THM full of INT/PIE and let it ride, but yeah those things are still a month or two away in the best case scenario. My LS keeps telling me "they'll fix it with Jobs, Materia and Stats tied to your Class" and I'm like "Yeah, fucking awesome - and in the meantime I don't have a job to play that's fun. GG!"
I have 50 ARC GLA THM CON and I'm leveling LNC & MRD. You think I want 12 STR & DEX? and 20 VIT?
I was happy to have stats all around 80 and VIT & PIE 100-110 but as of today my MND already up to 130 and still not good enough for me to be even main healer, much less heal, nuke, dot, attack - just not possible. Ugh.
I cannot get over how much fun I had playing this game the way I wanted compared to the 3 dungeon runs I just did where I basically watched other people play and threw out cures (and still ran out of MP in about 1 minute of fighting Ogre and was like "GL, I'll be standing here in the corner for a few minutes.")
The TP analogy is fucking brilliant. I don't understand why Melee don't see it that way already.
That's what I been saying for the past few months.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.
Another topic I would like to bring up real fast, didn't they add alot of medicines this update? I skimmed through them so i don't really remember, did any of them happen to be mp recovery medicines? Maybe the uses of medicines will help the mp issues a bit? I mean this content is supposed to be challenging right? So we should use everything we have at our disposal(Spelling?). For instance in ffxi, when CoP first came out, you stacked every med in the book just to have a hope of winning alot of the fights. Especially CoP 6-4 for those who know what I'm talking about XD.
Edit: I have yet to use an mp med in this game, so I don't know how potent they are.
No argument there, but then they should have saved those for then. The unnecessary part was adding them now. I'm not denying that some day this will all go together, but you don't buy a puzzle with half the pieces missing. The choice to add half the battle fix to a content update was ridiculous.
And anyway, I still have a problem with that. Not every conjurer leveled that job to be a white mage. Of course we're going to be pissed, especially when this game boasts freedom, only to be given a system that does the exact opposite. Sacrifice II should still be AoE, Curaga I and II should have been introduced with the new job system, AoE toggle didn't have to be removed so soon, and could have lasted up until 1.19 or 20, whichever has the job system.
What SE has done is taken bits of one patch, and thrown them into another too early. There is no 'preparing', I am no more prepared now for Jobs than I would have been in another month. It's unwelcome and restrictive. Jobs are an extension of classes, the two mage classes should never have been touched in the way they have.
Like I said earlier, doing one thing and saying another. I do not see freedom of play-style in any of these additions, all I see is precedence for more pigeon holing.
It's nice to have classes unique in one way or another, and that could have been done easily (and has) by the addition of class-specific spells such as Raise II. What they did to THM by neutering it as a healer, that was uncalled for. =/ I don't see "Freedom to play as you like" in any of that.
I did see a lot of temp. use items and medicines, and possibly! If that's the case than I'd love if they boosted the effects of potions and Ethers that we currently have! As an alchemist they are easily produced, but not very helpful especially in the case of boss battles as they don't replenish a lot of MP. And with the current boost in MP cost, I don't even know if one ether would cover the cost of one heal.Another topic I would like to bring up real fast, didn't they add alot of medicines this update? I skimmed through them so i don't really remember, did any of them happen to be mp recovery medicines? Maybe the uses of medicines will help the mp issues a bit? I mean this content is supposed to be challenging right? So we should use everything we have at our disposal(Spelling?). For instance in ffxi, when CoP first came out, you stacked every med in the book just to have a hope of winning alot of the fights. Especially CoP 6-4 for those who know what I'm talking about XD.
Edit: I have yet to use an mp med in this game, so I don't know how potent they are.
For melee though they'd be great, and that's a great catch!From what I saw, they didn't cost a lot of seals, so it'd probably be a worthwhile investment to start stocking up on such items, particularly if you can carry more than one at a time. I'd love to see strategies involving both skills and items to make a re-appearance. At times they were obnoxious in XI, but it was always fun to find out that a combination of certain farm-able items weakened a boss.
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