Quote Originally Posted by NoctisUmbra View Post
1 - MP is perfectly manageable. Plenty of mages managing their MPs just fine. Takes more work of course.
2 - Raise II is a direct upgrade from Raise I. They are not different skills, but rather one is a 2nd tier. It is perfectly fine, and expected for them to have the same CD. Examples of this existed before 1.18 (ie Second Wind.)
3 - Attribute effects are diluted due to the separation of physical level and ranks. They aren't broken, they just do not have a profound effect on certain stats. This is to be adjusted already in the next patch. Patience.
4 - Death penalty leading to gear damage ONLY upon using return. This isn't seriously an issue at all. Most complaints of this are coming from repeated wipes in the dungeon no doubt.
5 - Everything in the dungeon works perfectly as intended, and it is more than possible to succeed in it. Lots of strategies have been made public. Hell even the initial conal AOE firespit you mention is VERY easy to avoid. The dungeon doesn't need even the slightest nerf adjustment.
6 - Enmity system is different. It's a cumulative system. Lots of tanks have figured it out and have no issue holding hate any more. I am one of them.
1)Manageable, yes, but still a huge burden and much higher than any other game. When almost half of the party has to be mages, it causes problems
2) I'm not just talking about "raise" I'm also talking about "Resurrect." R1, R2 and Resurrect are all on the same timer. No other game does this
3) this should have been adjusted before the new battle system was released
4) it is an issue when you can only use 2 raises at a time
5) read my previous posts before commenting on this please
6) that may be, but the enmity for cures needs to be adjusted to fit this new enmity system and to compensate for the amount of work that the tanks have to put into holding hate off of just a few minor cures.