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  1. #1
    Player
    Asai's Avatar
    Join Date
    Mar 2011
    Posts
    37
    Character
    Lord Asai
    World
    Excalibur
    Main Class
    Monk Lv 90

    Regarding MP Cost/another community poll

    The MP cost of cures it a bit extreme after the patch. At first I thought it was ok, maybe I could bear with it, but unless a lot of other balancing comes into play, the cost is pretty bad.

    More and more I'm really noticing MP management problems. It feels like.... well it kinda feels like FFXI, in the dunes, and you JUST got curaga. Only everyone has Galka MP, and that curaga destroys your mp bar, fast.

    The ethers and things aren't that helpful either.... We need a decrease in overall MP cost for cures. And honestly you should just take curaga back out of the game, and give back the ability to AoE a cure spell. I'm not a game developer, but I don't see how it would be too imposing of a challenge to simply make the cures cost slightly more IF you cast them as an AoE... I'd be more than willing to accept that.

    Or how about another poll to see how the community as a whole feels about the changes for a more direct and accurate idea of what people feel needs to be changed from here on? The last one went pretty well in my opinion.
    (3)

  2. #2
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    In XI never used curaga, too much hate, end of mob sure i guess you could. I have yet to really run out of mp yet with the new system. With the dungeons I can see how its more a problem though. Idk i think cost if lowered should only be reduced by 20-40 on some spells.
    (0)

  3. #3
    Player
    Asai's Avatar
    Join Date
    Mar 2011
    Posts
    37
    Character
    Lord Asai
    World
    Excalibur
    Main Class
    Monk Lv 90
    Yea it's mostly in dungeons. Maybe the mobs need a dmg nerf. Maybe combat needs extensive balancing all around. Honestly any which way you go about it, you solve the problem, it just seems to me lowering the mp cost on cures is the quickest way without making the dungeons or combat seem "too easy".

    Edit: And yea, it was a ballpark of an analogy, wasn't trying to get precise.
    (1)

  4. #4
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by zaviermhigo View Post
    In XI never used curaga, too much hate, end of mob sure i guess you could. I have yet to really run out of mp yet with the new system. With the dungeons I can see how its more a problem though. Idk i think cost if lowered should only be reduced by 20-40 on some spells.
    I can tell you never got out of the Dunes on your white mage! Curaga was useful for many things, not least of all waking a sleeping party or keeping players topped off at later levels. Hate was rarely an issue by then since we had Cure V and a ton of -emnity gear.

    With this system in place in FFXIV you either don't cast cures, or you do so but only under Spiritbind. Nukes are cheap, and enfeebles are low cost, so the idea that this is somehow promoting good MP management is a bit of a fallacy. It simply means less curing going on. I need at least 3 heals to fully restore your average tank at my rank (22, in case you were curious) and with each one costing 75mp out of my 650 total, thats about 3 full heals before im completely drained.

    Of course, this assumes that ONLY the tank is getting hit and that he needs full HP restored every time. Usually its multiple melee's being hit and with Curaga being so darned expensive, its simply better to wait until EVERYONE needs healing before casting it, even if it means letting the tank getting dangerously low on HP.

    I've chosen healers on just about every MMO I've ever played. I was levelled all magic-users on FFXI and really enjoyed the MP management in that game. But this game doesn't have the same power over me. There is no MP 'management' until methods arrive to help us restore it, and having to sit idly while it clocks over isn't my idea of fun. At least FFXI had you take a more proactive role in MP restoration (Refresh, Resting, Dark Staff etc).

    Upping the costs without upping the ways to restore it? Bad move.
    (1)

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    146
    Yeah i would like to see more player polls
    (0)

  6. #6
    Player
    Bethor's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    199
    Character
    Bethor Bismarck
    World
    Shiva
    Main Class
    Archer Lv 50
    I guess all this will fix out once the stats are actually doing something. Also the stats on the gear. So Tanks getting more DEF via VIT and HP etc etc. Maybe they'll change the MP scaling via MND instead of reducing the MP cost. Can't stress this too much, the game's still in development and we just gotta be patient.
    (0)

    Seriously Why?

  7. #7
    Player
    GreatLeviathan's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    319
    Character
    Excessum Leviathan
    World
    Mateus
    Main Class
    Archer Lv 50
    I made a same post about MP. 75 for a single cure is way way waaaay too much.
    Fighting your own lvl mobs will take weeks to gain 1 lvl as they only give 70 sp.
    (0)

  8. #8
    Player
    Join Date
    Mar 2011
    Posts
    588
    Quote Originally Posted by GreatLeviathan View Post
    I made a same post about MP. 75 for a single cure is way way waaaay too much.
    Fighting your own lvl mobs will take weeks to gain 1 lvl as they only give 70 sp.
    Dang, the game actually takes thought and is hard and will give you something to do for a long time. Who would want an MMORPG like that? Everything should just be faceroll easy. Unlimited cures hurr durr.
    (0)

  9. #9
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Visch View Post
    Dang, the game actually takes thought and is hard and will give you something to do for a long time. Who would want an MMORPG like that? Everything should just be faceroll easy. Unlimited cures hurr durr.
    Theres harder, and theres frustrating. Theres a difference. Nothing has changed to make this game more difficult, merely more frustrating. Penalising players for doing their job (ie, healing) isn't balancing anything, and notice how we're the only ones who've been effectively nerfed in that respect.

    The lower level Raise spell was nice, but its still not much of a bonus considering the one spell that was made insanely expensive is the same one we use to prevent Raise being needed!
    (2)

  10. #10
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    In FFXI, tanks didn't have the ability to heal themselves.
    If your tank doesn't use his own healing abilities, simply kick him.

    Nothing has changed to make this game more difficult, merely more frustrating.
    Not being able to zerg all enemies by AOE-cure-showering your party may be frustrating to you; I consider MP management an element that actually makes gameplay more interesting.
    (0)
    Last edited by Rinsui; 07-31-2011 at 06:22 PM. Reason: Edit

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