


Sounds good! They sound like smart people, them.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.
Yeah, buff duration should be inversely proportional to the buff's effectiveness.
Strong buffs have short duration, and weak buffs have long duration.
Strong buffs are good enough that you'll want to use them despite the short duration, and weak buffs are still convenient to use since they last so long in between casts.![]()
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread


I vote for a higher MP costs/cast time and a decent but not crazy recast on pro/shell without reduction in power. Increase the buff to 30 mins minimum and lets say about a 2-5 minute recast at about 150 mp each?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.
These numbers are just off the top of my head but definately don't need to reduce its effectiveness just to extend the duration.
Keith Dragoon - Ambassador of Artz and Adorable

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This would be really great^^ ... 5 mins is just so horrid and has been for the last year , surprised they finally answered this concern at least though... Thanks >.> I guessI vote for a higher MP costs/cast time and a decent but not crazy recast on pro/shell without reduction in power. Increase the buff to 30 mins minimum and lets say about a 2-5 minute recast at about 150 mp each?
These numbers are just off the top of my head but definately don't need to reduce its effectiveness just to extend the duration.
~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"
This please.I vote for a higher MP costs/cast time and a decent but not crazy recast on pro/shell without reduction in power. Increase the buff to 30 mins minimum and lets say about a 2-5 minute recast at about 150 mp each?
These numbers are just off the top of my head but definately don't need to reduce its effectiveness just to extend the duration.


Also to make things "fair" if the spell is used cross-class or casted by/on someone under optimum level the effect is 5 minute duration with a POSSIBLE reduced effect?I vote for a higher MP costs/cast time and a decent but not crazy recast on pro/shell without reduction in power. Increase the buff to 30 mins minimum and lets say about a 2-5 minute recast at about 150 mp each?
These numbers are just off the top of my head but definately don't need to reduce its effectiveness just to extend the duration.
Keith Dragoon - Ambassador of Artz and Adorable

Honestly I don't like that vision... call me old fashioned but I'm more for some exclusive conjurer ability to length the duration of all their buffs without lowering the effect, I'm just expressing my likes by the wayChecked 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.![]()
That philosophy is fine, but I'm not sure 10% less physical / magical damage is what I'd call a "powerful" buff. Shock spikes, on the other hand, I feel is very effective. Stunning enemies for a brief moment after they hit you can be quite the equalizer if you have a bunch of things wailing on you.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.
Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.



Please let them know that this is a HORRIBLE way to look at Protect and Shell. They are staples of the party environment and it would be far beyond obnoxious to have to repeatedly cast them after or during every fight. Protect and Shell should have tiers of power and should last for a long period of time.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.



No it's not a "horrible" way to look at things.Please let them know that this is a HORRIBLE way to look at Protect and Shell. They are staples of the party environment and it would be far beyond obnoxious to have to repeatedly cast them after or during every fight. Protect and Shell should have tiers of power and should last for a long period of time.
I mean it's almost the same thing as in other games. The stronger the attack (or job) the slower the class usually is. It's a trade off. They trade off duration for potency and vice versa. Makes perfect sense.
I think they should make the first protect and shell last a bit longer and the second teir protect/shell spells you get should be short like they are now but more potent.
Their logic isn't flawed, and it is supposed to be a nuisance. What will you do? Risk the enmity to cast an AoE buff or sit their and keep healing? The game is finally challenging and here we go with "ZOMG I'M TIRED OF CASTING PROTECT/SHELL"...
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