Quote Originally Posted by Dubont View Post
The 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.
I think I agree with this for the most part. I LOL when I saw R1 & R2 both reset timer when I added 2 to my bar. I mean honestly, how ridiculous. I think you are ... wrong about Ogre, though. I mean, it's hard to be sure. I've only beaten it 1 out of fng 15? Maybe less, maybe 10 tries. Tough I think next ratio is going to be more like 1:3 and then 1:2 for a week? and then mostly 1 with occasional complete jackass screw ups. You do it enough times you start to identify key mistakes.

For example, holding perfectly still until all members are out of the CS is a good start. There were many times I would skip the CS and somehow arrive to a party with 3 people dead already and the Ogre ogre-raging all over the place. Clearly some one screwed up there. I've had plenty of starts (including the winning one) where no one but the tank was hurt at all at the start, and it wasn't luck but smarter/faster positioning and pulling.

Anyway, it could probably use a tweak here or there - I feel there may be some luck element to it (once it did it's conal AOE 3x in a row and despite 4 mages best efforts just could not stop that from killing the tank) so I'd like to avoid that - but again there are several ways to combat it if you know it's capable of doing it.

Lalala what was I saying? Otherwise, I think you have the major issues of the patch really hammered out.

Oh #4 seems silly to me, too. I haven't paid over 5000 for a repair yet and Dark Matter costs 4500 a pop, brutha. There are some nice people out there. (For the record now that I know it's 4500, I always offer 6000, but I didn't know before).