My XIVPad: http://xivpads.com?2031148
I agree. There's no shame in falling victim to cute, evil bunnies lol.


~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"

i'm agree with all points, but i see many people that attack your points are conformistThe update was awesome, but it had some severe bad sides and a few other things that need tweaking.
1) Cure MP costs. They are much too high and before anyone says "But 11's were high!" yeah, but a cure 3 wasn't 135MP
2) Raises need to be on separate timers. What's the point of having 4 different types of raises, as a CON, if we can only use 2?
3) Stats need enhancing. Aside from VIT and MND, they do next to nothing.
4) Gear damage from death needs to be abolished or reduced. Every dungeon run, I come out with at least 3 pieces of broken gear. This is unacceptable considering people want close to 10k to repair something...
5) the r45 dungeon needs a slight nerf. "CRY MOAR!" no seriously, the ogre opens up with AoE spam and the mages are usually dead in the first 30 seconds of the fight which leads to #6. Also, fix it so that if you wipe and have to return, that the mobs don't pop until you're team is inside the room. It is VERY hard to recover from a wipe on that fight as you will probably wipe again before your team is back into the fight (Stupid ghosts..)
6) Enmity needs to be fixed. The current system is severely flawed. A GLA used 3 vokes and a couple of WS on a mob, I cure 3'd once...mob turned around and bam, 1 shot.
Enmity in Gla need fix, in diferent parties and diferents place mage steel hate, with simple cure
If no one moves, he will never attack. We stand still until our tank is ready and gets its attention before we move.1) have everyone complete the boss CS (if you or someone exits early you may find them at your feet when you get out of the CS)


How long until 1.19?
Because I imagine that the job system along with the stat revisions will play a huge role in a lot of the current issues that have arisen from 1.18. At least I certainly hope so, anyway.
I agree with none of the points in the OP.
1) Optimize your character, conserve MP during fights, use ether, etc.
2) The point is that your CON doesn't start at max rank. You gain these raises as you rank up and each one is an improvement. I would have thought that would be obvious.
3) They're already working on this so it doesn't need mentioning.
4) We need something to spend our gil on. Gil before 1.18 had very few uses and there was massive inflation. Repairs need to cost. We also need a real consequence of death. The current system reduces inflation, increases the appeal of DoH to players, gives death some meaning, and increases the need for party play by making Raise more appealing.
5) Plenty of people can already complete the R45 dungeon. My LS must have completed it a dozen times by now. go to bluegarter.guildwork.com if you want to see videos. The dungeon requires some organization and strategy. The learning curve on it is perfect. It doesn't need a nerf.
6) Relating to point number 5, our gladiators don't seem to have any trouble keeping aggro.


Blah, Blah. Blah Adjustments are still coming. wait for them before you shoot yourself.
1) Cure costs are awesome. It gets healers to think about what they're doing instead of mindlessly spamming heals every few seconds, regardless of who is hurt. That is, what I think the primary concern was... to make players define party roles, and this MP cost to Cure does exactly that for Mages.
2) Why do the raises need to be on separate timers? Are people in your party dying that frequently? If so, then I suggest being more mindful of point 1, and thinking about your healing, rather than fashsmash the keyboard in the hope of getting a good result.
3) 1.19 Fix - until then, ignoring the bitching.
4) Fix gear yourself, or get a friend to fix it. All the mats are free through DoL, or cheap from NPC. This isn't even an issue.
5) Another person calling for a nerf because they're unable to play the game lol. You know those single player games, where you get stuck on a point and can't progress unless you figure out how to beat the boss? Well, this is just like that... lol. Figure it out... don't try the same retarded strategy twice if it doesn't work. (Pro-Tip: Face the boss away from the mages lol) #6 If you run passed all the mobs then it takes 8 minutes to reach Ogre from start. After a wipe, still takes about the same time. Why not just run out of the instance, then back in again?
6) lol, GLA enmity rocks now. Try using other skills like Disorient, Invigorate, Comrade In Arms. If you're a mage, stick to Cure 1-2 near the start of the fight to give the Tank a sporting chance. Also, get tank to equip Accomplice so he can reduce your hate. Also, equip Chameleon on yourself for those tight spots.
All in all, useless post... but, haters gonna hate.
[/url]
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.



Reply With Quote
My XIVPad:


[/url]

