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  1. #21
    Community Rep Bayohne's Avatar
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    Mar 2011
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    Hey all you CNJs! The team is planning for a full revamp of all actions in 1.20 and will be looking into adjusting things like the amount of enmity gained from cures. So please feel free to provide more feedback and I'll be sure we pass along your thoughts!
    (37)
    Matt "Bayohne" Hilton - Community Team

  2. #22
    Player

    Join Date
    Mar 2011
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    Ul'dah
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    How about new casting animations!?

    ERhrm.... For passive mode!
    (4)
    Last edited by Rokien; 10-20-2011 at 07:20 AM.

  3. #23
    Player

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    Mar 2011
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    Gridania
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    Quote Originally Posted by Bayohne View Post
    Hey all you CNJs! The team is planning for a full revamp of all actions in 1.20 and will be looking into adjusting things like the amount of enmity gained from cures. So please feel free to provide more feedback and I'll be sure we pass along your thoughts!
    Amen! Thanks. Longer buff timers please! Protect, she'll, stone skin, shock spikes... 5 mins is way too short. 30 minutes is an acceptable standard.
    (4)

  4. #24
    Player
    Aleczan's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    535
    Character
    Aleczan Knighthill
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    I'd love Protect & Shell to be like 10 or 15 minutes because it's a hassle to try to gather your party members in one spot to rebuff them every 5 minutes. (You know, it's like herding cats!) 30 mins, however, is overkill in my opinion. I'll be jobless in the party because I won't have much duty to do if Pro&Shell stays for too long.

    Shock Spikes & Stoneskin, on the other hands, are fine as they are, since Stoneskin breaks quickly from the damage absorbed anyway. And Shock Spikes, I usually just have to worry about casting it on meleeing members, so it's not hard to throw the Spikes on them while they're fighting an enemy, without worrying about gathering everyone together for the buff.
    (7)

  5. #25
    Player
    Xquiel's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    yaay!! i was waiting this revamp
    (0)

  6. #26
    Player
    Bittereye's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Bittereye Azurial
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    I complete remake of all spells. The visuals of the current mage spells do not live up to the Final Fantasy casting classes we're so accustomed to seeing.
    (2)

  7. #27
    Player
    Holland's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa ^^
    Posts
    751
    Character
    Holland Stark
    World
    Faerie
    Main Class
    Marauder Lv 24
    Quote Originally Posted by Alkoun View Post
    Amen! Thanks. Longer buff timers please! Protect, she'll, stone skin, shock spikes... 5 mins is way too short. 30 minutes is an acceptable standard.
    Even though this might change, but it has already been addressed why the have the low duration timers on them: The dev team feels is better to have stronger in effect buff spells for short periods of time than weaker buff effects for longer periods of time. I agree with this, they are balanced enough right now, it keeps the CJN's and THM's busy in between cures.
    (4)

    Signature provided by grausekopf ~ Thank you ^^
    Quote Originally Posted by Hikozaemon View Post
    Thanks for the 5 ifrits canes Yoshi i can build a life raft and use them to float to another mmo.

  8. #28
    Player
    Sinnerslazer's Avatar
    Join Date
    Aug 2011
    Posts
    96
    Character
    Glizdus Junior
    World
    Moogle
    Main Class
    Botanist Lv 50
    how about Re-Raise I/II spell??
    (4)

  9. #29
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    I've been posting various tidbits for mage revisions in the past, but here is a list again with some updates due to new stats/patch changes.

    Just as background info so you know I have valid points to make: I have run Darkhold several times, I have gotten Ifrit to 30%, and based on my classes below in my signature you can tell I have both healer and caster dps experience.

    Healer Revisions
    1. Cures still draw to much hate. Current popular opinion states cures are on a .75:1 ratio for hate vs dps/heals. Most healing level 3 spells are going to do upwards of 600-1k healing in one heal. Thats 750 enmity generated for one heal. Tanks really can't keep up with that at a significant pace unless they have accomplice (which is a pugilist skill!) Healing hate really needs to be thought out differently and not on a 1:1 or even .75:1 scale. I am not satisfied with healing enmity generation at all. A gladiator should be able to keep significant hate throughout the entire fight without leveling up MRD and PUG as well. Currently you need those three classes to be of any use as a tank.
    2. Durations on buffs are too small. I understand you want to balance this with "longer = weaker, shorter = stronger." You still can, by providing different and more exciting skills to use. Protect and shell are going to be the staples of battle. Currently having to cast them multiple times in boss fights is really annoying because of the AOE radius/range issues. The buffs should at least be a half hour. Then you can start looking into more impressive skills such as bravery/faith/bubble/regen/renew/mighty guard/etc as more active White Mage skills. Furthermore, I'd like to see Protect and Shell be instant cast and party wide (regardless of positioning). Having to group up every five minutes is ridiculous, especially when the positioning prediction/server lag causes problems. Protect/Shell are standard spells/buffs.
    3. Curaga definitely pulls way to much hate, and costs too much. The cost of the MP is close, but I'd like to see a 10-20% reduction in overall healing costs since spiritsong won't get much use in heavy moving fights. There should be a rotation of healers, but we need some wiggle room for when things go wrong.
    4. Curing debuffs should be consolidated into one spell. Esuna or Panacea should cure Poison/Silence/Paralyze together. Having to equip Paralyna/Poisona/Silena is just kind of nonsense because of slot costs.
    5. Stats for healing are still broken, unknown, and frustrating. I've been trying to put together my materia sets for gear. Unfortunately based on popular rumors, enhancing and enfeebling magic work based on tiers ans have a pathetic affect on casting. I'd like to put a disclaimer here and note that these stat evaluations may, and probably are wrong, but I still feel the weakness of stats vs materia are unjust and need to be evaluated further. 5 Vitality = 1 enhancing magic. Unfortunately, enhancing magic is tiered by 5's as well. Thus, it takes 20 vitality to see any effect on protect/shell. That effect, is 1 defense and 1 elemental Resistance coming from protect and shell respectively. Complete and utter nonsense. Please re-evaluate enhancing and enfeebling statistics so white mages actually don't spend millions on materia to have little to no affect on their spells.
    6. Situational and Instant Cast abilities. If you want to make healing more engaging, other than cure, with sprinkles of stoneskin and protect/shell in between, you need to have more engaging moves with some moves being instant cast (ie: no cast bar!) It would be great to have some type of self buffs that increase healing potency for a short period of time (with an animation that lasts the full duration of the buff), as well as moves that add some flare and fun for healers.

    Caster DPS Revisions
    1. Damage over time spells. I like the fact that DoTs are difficult to land. I think it makes for some engaging mechanics. Ie: Ogre fight where during enrage dots are easier to land. Unfortunately, when mages can't land dots, our dps sucks (which I'll get into in another section.). Dots need to be significantly buffed if the resistances are going to be higher to landing dots. Secondly, dot durations need a little love too. Its annoying seeing your buff go up, and then 5 seconds later seeing it vanish. Did it even do any damage? Lastly, we don't know how dot damage is calculated nor do we know how much the dots even do. I think SE needs to release some information here, or at least in 1.2 letting us know how dots work.
    2. Regular caster abilities are weak. (Scourge/Fire/Water/Banish/Etc)
      I will note that I feel Thaumaturge is stronger than Conjurer. Probably due to elemental resistances as well as having more INT. However as I mentioned above, on bosses casters fall greatly behind other dps. I am calling for an overall damage buff in regular caster moves that fall within the 3-10 recast timer area.
    3. Absorb Atk/Def/Acc/Eva spells are sadly still worthless compared to the other available options. This goes right hand in hand with the fact that stats don't mean enough yet.
    4. Sort of reiterating for a third time: stats for casters need to be redone again. This whole multi-tiered functional casting regarding stats and enhancing/enfeeble magic is a bit ridiculous and makes mages even more under powered than they already are.

    Overall Mage Revisions and Current Impressions
    Currently playing mage classes right now is sort of unfufilling. I enjoy being able to chainspell/profundity/blood rite/shadowsear x2, but that isn't enough for mages. Furthermore, the mages don't really have a clear distinction of class identity. To be honest, I'd rather heal and dps as a thaumaturge because I prefer the conal AOE better than the radial AOE. Unfortunately the lack of identity of being a healer, buffer, debuffer, or pure nuker is severely lacking. Yes there can and should be occasions where the roles overlap. A nuker/debuffer is something I am enjoying the most right now.

    Stats should be reworked a bit. Vitality should not be tied to enhancing magic, and piety should be removed as a base statistic. I feel that adding enhancing magic to vitality shows you are trying to find additional statistics to place to validate keeping some. Removing piety can solve a lot of that problem. Since piety and MP are 1:1, split it up to where 1 MP = 2 Int and 1 MP = 2 Mind. Magic evasion can be placed on VIT and enfeebling magic should be tied to INT.

    Furthermore, get rid of that awful tiered structure (if it actually exists) of enhancing/enfeebling magic. Or if keeping the tiered structure, make the gains much much much more prominent. Ie: Tier 1 Protect II = 81 Defense, Tier 2 Protect II = 91 defense, and so on.
    (7)
    Last edited by Tibian; 10-22-2011 at 08:38 AM.

  10. #30
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Bayohne View Post
    Hey all you CNJs! The team is planning for a full revamp of all actions in 1.20 and will be looking into adjusting things like the amount of enmity gained from cures. So please feel free to provide more feedback and I'll be sure we pass along your thoughts!
    Enmity is broken for gladiators presently.
    Provoke, taunt, disorient, skills like these you can spam all you want, but unless you can outdamage the Marauder Lancer or Pugilist in the party... which you weren't designed to do, you will not be able to maintain hate without severely limiting what damage potential the party as a whole can do.
    (2)

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