


Very well, let's begin our discussion of how awesomely skilled we shall be. Your party is engaging a boss and you have 7 Cures to cast and 4 buffs out of your 800MP. Go.RDM/NIN was hardly creative or "outside-the-box" thinking. Hmmm, what happens if I use the same strategy as a blink-tank post-37 while at the same time melee/DoT/nuking and using convert + refresh + haste + pro/shell + every other buff on the planet? That was as straightfoward as possible. I spent every one of my 8 years as a mage in XI and hated it in this game up until (possibly now) because it was stupidly easy. Thankfully SE is adding a challenge to being a skilled mage. About damn time in my opinion.
Time to find out, isn't it?
Certainly seems better than the alternative of spamming Sacrifice for regen aoe on the entire party every 10 seconds regardless of need and never once needing to look at the mp bar. Which, if I'm not mistaken, is all that being a healer could have hoped to be pre-1.18.



As a level 30 Conjurer I wanted to test out the solo capabilities in Nanawa mines with the new MP issues. I get the fact that I Nanawa mines is all crowded and AOE is very difficult there but I wanted to test it anyway.
So I went in, did ok on the first 8 out of 10 mobs I had to complete. Was getting 150 SP per with GA. The experience was ok, but at this rate you're still not going to get to 50 in 3-4 months like Yoshi has stated in his producer letters.
How was the overall experience?
I am all for increasing MP requirements on spells to make healing and casting more important, but the current rate of health gained vs MP lost is not optimal for survival.
This patch has killed solo play, killed leveling in general for people who prefer not to lather themselves in masochist grind parties, and overall has killed casters.
While I approve of making caster play more challenging and exciting, this patch did not do achieve that. It could be in part due to stats meaning next to nothing still (which is being addressed in 1.19) or the fact that the MP increase is just way to high.
Yes it was terrible. I am still saddened by the fact that it exists on other spells as well. The action bar clutter will ease itself when we get to keybind the rest and have multiple action bars available on screen.Also, was AoE toggle REALLY so bad? I shouldn't be needing to heal my tank every 3 seconds, it's not my fault if he's taking on too much damage for what he is. But now with all this curaga crap my skill list is bloated.


I feel like everything you've mentioned thus far is a perfect example of why this adjustment should have been released in 1.19 or 1.20 with the rest of the related adjustments. Like I said, you cannot take the heart of the entire game and leave it this incomplete for a month while you finish up the rest of the related systemAs a level 30 Conjurer I wanted to test out the solo capabilities in Nanawa mines with the new MP issues. I get the fact that I Nanawa mines is all crowded and AOE is very difficult there but I wanted to test it anyway.
So I went in, did ok on the first 8 out of 10 mobs I had to complete. Was getting 150 SP per with GA. The experience was ok, but at this rate you're still not going to get to 50 in 3-4 months like Yoshi has stated in his producer letters.
How was the overall experience?
I am all for increasing MP requirements on spells to make healing and casting more important, but the current rate of health gained vs MP lost is not optimal for survival.
This patch has killed solo play, killed leveling in general for people who prefer not to lather themselves in masochist grind parties, and overall has killed casters.
While I approve of making caster play more challenging and exciting, this patch did not do achieve that. It could be in part due to stats meaning next to nothing still (which is being addressed in 1.19) or the fact that the MP increase is just way to high.
Yes it was terrible. I am still saddened by the fact that it exists on other spells as well. The action bar clutter will ease itself when we get to keybind the rest and have multiple action bars available on screen.
ie weapon delay, stat adjustment and tweaks, and HOPEFULLY a designated attack button. I wonder if people are truly blind to how bad this REALLY is?
yeah, I'm sorry for you loss. Perhaps there is another class that is closer to your preference in play-style. I really do feel for you but you should know that if these kinds of adjustments don't happen Final Fantasy XIV will probably fail. Extreme differences in the dynamics of playstyle is what Final Fantasy is all about. With regard to this, the popularity of the Final Fantasy Online games is solely dependent on expectations. OF course the developers are always trying to bring new players into their camp, but clones of every other mmorpg on the market are not exactly in high demand which further enforces the necessity of tactile alterations.
Magic isn't easy, really impossible.
AT least your house didn't burn down...



Mages were totally nerfed, its true. There is no longer any purpose to us having offensive spells because we can't spare the MP for it. And with the 10 second timer on spirit dart, it will take mages an age to get any TP.

I'm not upset, I've been waiting for some changes to bring more challenge to the game. Soloing NMs seemed to cheapen gameplay.
And you can still play Mage DD, just get another CON in party to play healer, while you nuke.
Dear S-E,
Your s#!% has improved, but it's not quite there yet...you might want to see to that.
Thanks.
in "normal" xp parties or leve parties its smart to actually NUKE a lot to make the mob die faster, thats cheaper then 1 -2 more cure spells. (dots as well)
The same goes for thm. good enfeebling fast at start and you won't need as many heals and the mob dies faster as well- win/win.
It's not that hard, and i hardly get mp probs. Even then i can just sit for a sec and im back on track in no time (happens usually when i don' t really pay attention).
I get more mp probs when i just heal. i'm not kidding.
DDs and Tanks have to do their work now, they didnt have to, and they didnt have to watch hate.
Now they have, which is more fun as well. Some tweaking on mp cost i wouldn't mind but atm i don't have problems.
Im so happy the heal spam is gone now, was more then just annoying
Last edited by Anty; 07-25-2011 at 05:04 PM.



Looks like people might actually have to invest in MND to up that available MP
Just your friendly neighborhood elezen




yes, i am quite upset with the ignorance of this update with regards to the way both mages were just made to be less fun to play. i mean why would anyone play a game to have fun anyways?
http://crystalknights.guildwork.com/
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