I’ve only had a chance to play as a mage post 1.18 and although it’s very challenging now there are a some things that I think would further assist us with these new changes. Example:
1). Remove shared timer on same type ability/spell. Raise and Raise II should not be on the same timer. Siphon MP and Siphon MP II should not be on the same timer. These types of spells are tiered for a reason and not to be shelved after a short period of use during our “progression”. No AoE Siphon MP? No problem… Just give us both tiers with separate timers. Problem solved.
2). Maybe giving us a Refresh spell of some type? Don’t make it too easy but some MP in Active mode refreshing for us would be nice. After all, Regen is already in place why not Refresh? (I’m sure this is coming with the new jobs.)
3). Please do not change the difficulty of the R50 dungeon. We are all trying very hard to complete this and having a blast doing it. We wanted a challenge and SE delivered. For the very first time in this game I was excited, nervous and shouting out loud in vent when we took down the Ogre. Even the second time we did it was just as exciting as the first. Getting Dark Matter Grade 5 in that chest was a letdown thoughWould have been nice to get some SP too after the defeat (for those that aren’t 50 in the dungeon).
4). Any chance you guys can allow our Buffs to last a bit longer? Protect, Shell, Stoneskin, Stygian Spikes and Shock Spikes all need to be on at least a 10 minute timer. Roaming Soul helps, yes, but maybe give Roaming Soul a timer to allow all buffs to get that extension and not just 1 buff every Roaming Soul use.
5). Some LS mates and I were thinking of a way to allow us to really explore the dungeon and not just train everything. So we have a 60 minute timer to get all of it wrapped up. Yes it can be done BUT it would be really cool to see additional timers added when clearing a room or activating a node in a room we wouldn’t normally go in. Add a chest in that room for that incentive to go in that part of the dungeon. I’m specifically talking about the rooms after the Ogre. Give us an extra 5 or 10 minutes time bonus for completing certain tasks. Anyways, these were just some ideas being tossed around.
6). I noticed in the Configuration menu that you have different targeting modes. Type A, Type B and Type C. I know these have been in there with the syntax commands prepatch but the team didn’t bother putting a short description of what each one does. The targeting mode icons just below that have descriptions: On enemy, Floating and Both. Excellent! Now where are the descriptions for the Targeting modes? A new player coming in the game will be scratching his/her head for a hot minute on that one.
Off topic: Will we ever see an Audio configuration for Ambient Sound Effects? Currently we have all audio dials but nothing to control the ambient sounds, rain, wind, sand storms etc. Off Topic again but Broken Water and Mistbeard Cove now share the same music…
Help me with this list, any melee players that want to see changes add to this list. Like I said, I have only had a chance to play mage but want to try out the melee classes as well. People seem to be really struggling with hate management from what I can tell. 1 Cure III sends the mob over right away, however, an ability I never used prepatch I now use religiously, Soughspeak II. Seems to help wonders. Curaga and Curaga II feel more like a 2 hour ability now than a spell. Those two are like Benediction from XI. Instant death if used during a fight.
I want to close this off with a positive message. Thank you, Yoshi-P and the new team for delivering a patch that, in my opinion, is headed in the right direction. There were tons of little changes as well that I didn’t really notice until after I had my dungeon fix that I felt were a welcome edition. I am looking forward to 1.19 and on. Keep up the great work! See you in the dungeons![]()