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.
lathering themselves.. lol. Excellent choice of words.
You're right, the final version could be 10x worse. Keep in mind I didn't make this thread to complain.. I wrote it to ask the dev team to reverse course. We don't want to head down this path, and we don't need to.
Man that's messed up. I haven't gotten a chance to run it, but that's exactly what I predicted would happen. That is so lame. 1 minute of gameplay. So much for getting creative during long fights.
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.
Your sig is very disturbing to me. Lol. What is going on in there?
I used an ether once I think. It was about 50 mp if I remember right. I didn't see them on the list they were talking about, but if you could get ahold of them from an alchemist you'd be spamming those things like no tomorrow.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.
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