whent he attributes get reworked you will probably see bigger mana pools since stats will mean something
whent he attributes get reworked you will probably see bigger mana pools since stats will mean something
If you were coming ANYWHERE near out of MP before this patch, you were doing it horribly wrong. All this is doing is sorting out the terrible healers.
all i see are good things with this mp increase.
hopefully:
1) dd's need to pay attention to what type of aoe is involved in a fight and position accordingly.
2) elemental resistances might actually play a factor in fights rather than pure cure spamming through it all.
with the elimination of having to spam the 1 button over and over, it'll give people more to think about.
Running out of MP is not always a healer's fault... sometimes you can have a really rubbish tank that gets hit for a lot (because they have useless gear under rank), or they can't keep hate and the mob ends up running round hitting others. Either way, I have ~1200MP on my THM and while for 99% of things I don't come close to running out of MP, for the new dungeons only being able to cast like 10 big heals before my MP runs out is going to be fun!![]()
Of course it does, if the action made this game ridiculously easy.
Healing was mindless spamming and as a healer you often had situation where you couldn't heal, because ppl had too much HP left and not because you ran out of MP. This felt way off to me.
God I hope so. Attributes sorely need to be reworked in terms of their affect and potency I feel.
How often did you end up in long fights (e.g. Open World NMs)? This is going to certainly impact those fights, clearly making them more difficult (not a bad thing since the party size reduction, they had become relatively easy) but the MP costs are going to see an exhaustion of MP more often than not now I fear in long fights.
You have to remember the old MP costs were designed for the old system, with no passive mode MP regen. It's only natural that they'd rethink them.
Anyways, I was a WHM in oldschool FFXI, I remember all those times resting and counting ticks with my friends on fire and death looming over 24/7, etc, etc. xDD And I managed. So did so many others. So, just lemme at 'em, I'm ready! ^^ /psych
Let me clarify--its not the only thing that a game designer should rely on to make a game hard.
I will obviously have to reserve final judgment until I play following the patch, but... things seem a bit lopsided here in costs.
Hopefully this will make marauders more valuable to party play than lnc or pug. Bloodbath II is mp free for me to use and used properly can heal about 800+ hp. And to make it even better they lowered the recast from 60 to 45 seconds. Mages wont have to worry about using mp on mrd nearly as much as some other classes.
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