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.
1) Don't rely so heavily on Cure 3 and tell the DD in your party to stop being complete noobs and getting aggro every 2 seconds, plus you need to take a 30 second break every so often to get MP since MP REGEN from /sit is a 100 times faster than it was in FFXI.

2) I agree to some extent but then again everyone in your party should at least have Raise 1 equipped in there Action Bar at all times. So it should never be left up to the conj. to be the only raise user.

3) They have already talked about this and plan to do that in the future.

4) Dying is part of the learning process in any game where you have to progress and is currently the only effective gil sink in the game atm. Once you got that place on farm status you won't be dying in there so often and that won't be a problem. I have died several times in a dungeon run but my fear has never gotten to a broken state yet. Then again I have noticed because of hate issues mages seem to die more frequently.

5) I don't agree with this in the least, other than the boss which is hard and a good thing my LS has taken him out on several occasions now and many of our first attempts we were fighting him with half the party and holding our own. At the time being this is the end game content til we get the real end game content down the road so I don't really want to see people crying about a nerf already.

6) I do agree to some extent here, but then again tanking isn't as easy as Heavy Slash spam anymore and you actually have to understand your class and do the right things to hold agro. Once our main tank gets agro (we use two tanks) and our second tank stays on the thresh hold of getting agro he rarely loses it unless he dies. Then our off tank instantly gets the agro because he is second on the list. Obviously you can tell by them nerfing the effectiveness of a solo tank that means they want you to utilize two tanks in your full party set up unless you have a party that is good enough at managing agro where only one is needed.

We obviously see this game totally different and I rarely agree with anything you say, that doesn't mean I dislike you or am just posting the opposite of what you say because you may think I am trolling you or something. I just happen to agree to disagree in most things when it comes to this game. I currently still play FFXI and I know I really want to feel a new experience from this game and not one that too closely follows its sister mmo. So I welcome new changes that are somewhat streamlined but are also new ideas from the new team because I honestly feel that will fix this game overall. Now that doesn't mean I like everything they decide to change because I have no problems with this patch, at first I really didn't like Archer but it was because I had to relearn the class to some extent and also I wish my class had an auto ranged attack instead of just a melee attack but I think giving us the melee attack is them try get us closer to the combat while in dungeons. (limited space anyways) I took the time to go out and solo for 10-15 minutes to relearn my class and figure out how to best play it again. Even found out the best way to manage my agro and put out optimal DPS.