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  1. #1
    Community Rep Bayohne's Avatar
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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. #2
    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)

  3. #3
    Player
    Holland's Avatar
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    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.

  4. #4
    Player
    Duuude007's Avatar
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    Mar 2011
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    Gridania
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    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)

  5. #5
    Player
    neorei's Avatar
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    Mar 2011
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    1,262
    Character
    Neorei Dawnbreaker
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Duuude007 View Post
    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.

    this is true
    (0)


    Hero of Carpe Diem Linkshell

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    always looking for good people.

  6. #6
    Player
    Nakiamiie's Avatar
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    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    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!
    Hmmm... bring back AoE cure toggle (AoE toggle for all spells, it was so much better)?
    As for enmity, it sure is high. I guess we'll have to see in 1.20 first. :s
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  7. #7
    Player
    Tibian's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Quote Originally Posted by Nakiamiie View Post
    Hmmm... bring back AoE cure toggle (AoE toggle for all spells, it was so much better)?
    As for enmity, it sure is high. I guess we'll have to see in 1.20 first. :s
    AOE toggle is a disaster. I am displeased it is even still in the game for attack moves. Needs to be fully removed.

    Also, pretty much every single animation for mage spells should be redone or evaluated somehow. They are too short and pretty lack luster.
    (3)
    Last edited by Tibian; 10-20-2011 at 11:29 AM.

  8. #8
    Player

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    Mar 2011
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    12
    Quote Originally Posted by Tibian View Post
    AOE toggle is a disaster. I am displeased it is even still in the game for attack moves. Needs to be fully removed.
    Why should it be removed? This is the main reason I play THM. I love the fact that I can control what my spells do, and the fact that this game is AoE friendly. My party can pull 5 monsters at a time, and with a good tank I can AoE my heart out getting us up to chain 6-8. It's fantastic! Without AoE this would be much more difficult and you would have to change the time for bonuses, or be stuck nuking one mob, then the next, next and so forth until you run out of mp and have to.... rest. Like in FF11. No thanks. I like being an active mage, please keep the toggle.

    On the note for Cure toggle: I can see why they took it out for this spell and instead added curaga: if you keep it in the game, things will go back to being boring for CNJ. When we had the toggle, everyone was at full life, full mp, and on easy mode for any level of battle, unless of course you got one shotted. I really don't want to go back to that. I like the challenge of MP management that they added in the game.
    (4)
    Last edited by Yellowbluebus; 10-21-2011 at 03:34 AM.

  9. #9
    Player
    Crux's Avatar
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    Oct 2011
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    53
    Character
    Crux Corvus
    World
    Leviathan
    Main Class
    Archer Lv 70
    The aoe toggle for DD spells is awesome, I can't understand why anyone would want it removed. It gives more flexibility and having aoe damage spells is a big reason I am playing a mage. I also agree that it was probably op'd for cures.

    1. Better spell animations, it is one thing I love about the FF series. It is cosmetic, but important.
    2. Less enmity on Cures. Just coming back and leveling up, I die so much. You do need to use Curaga in exp parties, there are aoe's. They are pug's not everyone is going to be awesome at their job. We can't all get the perfect tanks, the perfect healers or perfect damage classes, every time we go out to party.
    3. Longer lasting buffs, 5 min is too short.
    4. Re-raise and Tractor please.
    (3)

  10. #10
    Player
    Tonkra's Avatar
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    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Crux View Post

    1. Better spell animations, it is one thing I love about the FF series. It is cosmetic, but important.

    Well i think the spell animations are good (better than in FF11) except the ancient magic spells, they are too "tiny" nad not epic enough (but they are just the "I". ancient spells)

    i think the casting animations are too simple, comparing it to FF11.
    Making a disctinction in casting animations between elemental attack and healing spells for example.

    i liked that much more in FF11
    (1)

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