While we're at it, increase the range of Protect/Shell AOE too...
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.
Well, there are many things to weigh in regards to cost-benefit of buff spells like Protect & Shell.
Positive:
- Effectiveness
- Duration
Negative:
- AP Cost
- MP Cost
- Casting Time
- Recasting Time
I am confident that the Development Team can find a way to increase effectiveness and duration, by counterbalancing AP cost, MP cost, cast time, and recast time.
Personally, I prefer Duration and Recast Time to be as close to equal as possible. It is also my personal preference that buffing spells have generally a longer casting time than curing, direct damage, or debuffing. Something around 5 or 6 seconds. Nothing too severe though (SE please don't triple casting times). Just enough so that the mage has to make a tactical choice on either rebuffing mid-fight, or not doing so in order to heal or DD. Naturally, the effectiveness of Protect & Shell should be made potent enough to warrant considering such a tactic.
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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