
O.o Seriously? Like ticks/sec or duration or what? D: I've quit before that rising cap beyond 75 dumbness >_>@OP Totally agree. But I do have a question about Protect/Shell in general. Is it stronger when a mage casts it versus say a MRD? I know in FFXI WHM had traits to increase the effectiveness of Pro V and Shell V and later RDM got gear to enhance Refresh, but is that so in 14 (in regards to pro/shell)?
Seriously Why?
I kinda like it the way it is. I like to play games for their challenge. Having to worry about positive statuses is a good thing IMO


While we're at it, increase the range of Protect/Shell AOE too...

I'd be okay with 20 minutes as well. Hopefully these are two spells that will be enhanced/adjusted.


careful what you say, OP. The people of community don't like the fixing of broken mechanics. You'll be harassed for wanting "easy mode," however, I agree with you.
Healer strike is ridiculously foolish and accomplishes nothing


With the arrival of raids, I think this would be practically necessary. There isn't enough time to be rebuffing every 4-5 minutes. You could only buff for boss fights, but that seems like a waste of a potentially good set of spells.
Checked in with the dev. team in regards to the effects or protect and shell and their duration. While there isn't much detail we can go into for specific spells/abilities, they wanted me to pass along their current vision for how they will address them going forward. The thinking is that if a spell has a "long duration," its effect should be less powerful, and on the flip side, a spell with a "short duration" will have a more ample effect alongside it.
Matt "Bayohne" Hilton - Community Team



Thanks for checking this out. I for one find that casting it so often can be a pain. I'm all for increased the amount of MP cost to make up for the difference in time it lasts. And I'm also for having short buffs and long buffs as well. I guess I've just come to expect that protect and shell spells should last for a little while since they are viewed as pivotal.Checked in with the dev. team in regards to the effects or protect and shell and their duration. While there isn't much detail we can go into for specific spells/abilities, they wanted me to pass along their current vision for how they will address them going forward. The thinking is that if a spell has a "long duration," its effect should be less powerful, and on the flip side, a spell with a "short duration" will have a more ample effect alongside it.![]()
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Hmm interesting. Guess we will see how that turns out. But so far the base spell is already really short so unless they boost the base to longer I can't imagine people being happy with a super defense mitigating protect that lasts one millisecond and costs 48000 mp.Checked in with the dev. team in regards to the effects or protect and shell and their duration. While there isn't much detail we can go into for specific spells/abilities, they wanted me to pass along their current vision for how they will address them going forward. The thinking is that if a spell has a "long duration," its effect should be less powerful, and on the flip side, a spell with a "short duration" will have a more ample effect alongside it.
Wonder why they don't just do the higher the tier the stronger, make spell last base length (e.g., 30 mins) and have traits of spellcaster moderate effects. Which is the same as FFXI. Which reminds me, do any of the developers play FFXI? Has Yoshi-P played it? Makes me wonder sometimes...
Personally I do not generally like that idea. Something shouldn't be nerfed because it lasts longer, just makes it a little easier on the casters who already have their hands full to have to buff every few minutes. Unless you are talking about adding long versions and short versions of the spells then that is fine I guess, that or meet us half way. ( I mean on buffs like Protect and Shell etc, not for buffs like punishing barbs or shock spikes or stoneskin etc.)Checked in with the dev. team in regards to the effects or protect and shell and their duration. While there isn't much detail we can go into for specific spells/abilities, they wanted me to pass along their current vision for how they will address them going forward. The thinking is that if a spell has a "long duration," its effect should be less powerful, and on the flip side, a spell with a "short duration" will have a more ample effect alongside it.
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