Quote Originally Posted by Jabo View Post
Ever thought that a warrior class shouldn't be good at healing?
Or that playing solo in an MMORPG shouldn't be very efficient?
Or that a healing spell for a warrior class is a exception, a bonus and not a necessity.

Boy, this game made ppl really soft with it's easiness...

Also people complained about a lack of class-uniqueness, but there you have a counter measurement.
Warrior-classes getting less allround-like and get weaknesses where they should get them.
And they get benefits where they should by lowering the recast time of Bloodbath and Second Wind.

As an addition to that.
Solo players have leves, where they get their MP refreshed after every leve.
Grinding was never meant to be done solo, but at least duo.
And now their is a better reason to team up, if you want to grind.
Well said Jabo.

DAOWAce, while it may make solo'ing on a Disciples of War a bit harder (with the MP Cost Raise for Cure / Sacrifice), the way the game was before was a joke. You can easily run Guildleve Parties or Solo / Duo enemies with No Mages, by just having some of the Disciples of War party members equip a Cure or Sacrifice and get by just fine.

What's the need for a Mage at that point? This adds some class differentiation, just like before this patch today, other classes could map Emulate or Bloodletter and really get some success on the biggest NMs. These changes are making each Class stand out from each other more, and make their skills / spells / abilities more valuable.

Of course, the argument of "well this game is for casuals also!" applies here, too. But there has to be a fine line between the two. Right now, there's *no* need for a Conjurer or Thaumaturge in many parties; you can just equip a couple of their spells on your Marauder / Archer and be done with it; it marginalized many classes, or made most classes feel homogenized in many ways (every class could equip / use almost all the skills from other classes).