You want to talk numbers? Because im all for numbers!
Okay, news flash. I can cure ONE person at a time with my 75mp Cure II. It heals an average of about 300 HP. Solo I take roughly 100 damage per hit from a monster of average strength. Enemy skills deal anything from 150-200 damage, not counting 1000 needles from cactuars. My gear is not below par and my maximum HP is around 640, but only via spamming vitality like its going out of fashion (Since most of the other stats have virtually zero effect anyway, I figured HP was a good alternative to 0.001 extra damage points on Thunder).
In order to survive an encounter while healing a group I need to perma-spiritbind (halves MP costs) rendering me unable to back away from enemies (and therefore, unable to move out of AoE distance if the mob closes in) and it still leaves me with a very lengthy period of waiting around after fights in order to recover lost MP. There is no way this is balanced! Siphon MP gives me barely enough for a single cure if im lucky, and the difference between casting it on living or dead opponents isn't very apparent. I sometimes I get more MP on live targets than I do from dead ones!
The MP changes were necessary. Let me assure you I believe that they were sort-of going in the right direction with these changes. Mages should be more careful about MP conservation, and should not be able to perma spam AoE cures like they were pre-patch. However with the addition of Curaga and the removal of AoE toggling heal spells, a balance needs to be made to ensure we can still perform our jobs.
Funny how they felt the need to severely nerf healing, but not enhance the MP costs of nuking, enfeebling or buffing.
Auction House, real quests with cutscenes and ability to do them yourself instead of the game playing everything for you.
i thought the new adjustment to healing were kinda nice. Proper management of mp and enmity is all you need.
On topic? Delivery box. Everything else that we need seems to be coming in the next two patches. But not a single mention of a delivery system.
And i'd like to see access to other classes abilities cut off at a certain point. Allow my glad to use Defender, sure, but not Defender II for example. This will help those of us with less free time from feeling gimp.
At the risk of controversy I'll keep it short!
A good game?
Totally agree, lets steal everything WoW has , including gearscore addons etc.... lol
N O T
Half the current player base thats activly playing are old FFXI players themselves,
obviously the people that got happy about the FFXIV annoucement were FFXI players.
I doubt WoW players were jumping for joy.
So in order for this game ever to start floating again is to make simmilarties to what
we are use to in terms of gameplay and functions.
If not and you want a completely diffrent game then you have to exchange the majority of the player base and.... my best guess would be that it would kill the game instantly.
Last edited by Laughlyn; 07-31-2011 at 12:21 AM.
I used to be Noomy...then i took shiva's Hail Storm to my knee...
You hate FFXI, that's too bad -- People want to see this game succeed because what you should realize instead of looking at it through your blind hatred is:
Final Fantasy XIV is a Final Fantasy game.
Final Fantasy XI Is a Final Fantasy game.
Final Fantasy XI Was made to take the series in a way they always wanted to do but couldn't due to technology limitations, which they used EQ as a base for the MMO component, but I can promise you you'll be hard pressed to deny it didn't feel like a Final Fantasy game.
Final Fantasy XIV Threw all of that away and is the current laughing stock of the MMO world.
You can say "not turn XIV into XI" all you want till you have it engraved on your tombstone, but people want it to be a "standard" MMO which means borrowing features that make MMOs standard, so why is that ok but it's not OK to borrow from the same series by the same company?
The best thing they could carry from XI would indeed be the job system, the party system, the content concepts and the "interactivity" while on airships and boats. Clearly not a direct remake, but taking it a step further like everyone assumed they would with XIV. No one assumed in correctly either, because if we assumed incorrectly they would take FFXI and make it better, you may as well hope XIV fails because if you play XIV you're already playing races borrowed from XI, you're already progressing through a storyline with the same exact flow of XI's.
Eva hates XI as well and continually mock anyone who likes it, so yeah -- No foundation and no one wanting to play XIV is her wish.
Last edited by Jennestia; 07-31-2011 at 12:44 AM.
I'd like a Linkshell chat Login message AND Master controls to boot/promote/invite without having to stand nose to nose with the person (more or less)
I'd like a home, I'm tired of sleeping in the streets SE. The Lilly Hills (I think that's what they were called) look lovely for adventurers to move into.
I actually don't want an AH...but I do want a couple new improvements to the market wards. A selling history for our retainers wouldn't be a bad thing. And can we have items listed not only by price but by quality (You're the ones who decided to do NQ +1 +2 +3 on everything, make it so we can see it in the market wards that way) Lastly, if a ward is at 'full' capacity for more than 48 hours, retainers should get booted (maybe 10 at a time) in the order they were 1st in. So first in first out UNLESS they purchased a market stall to display their wares. (I think this could help the 'camping' of retainer slots.)
A delivery box...this was a nice function.
A better looking for party system would rock. Not sure about a 'See All' command though. It is nice never getting tells from RMT's. But I think their is a way to allow us to look for parties in a visible and searchable way without making it easy for RMT's to advertise.
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