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  1. #11
    Player
    tymora's Avatar
    Join Date
    Mar 2011
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    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    While we're at it, increase the range of Protect/Shell AOE too...
    (1)

  2. #12
    Player
    Aramyth's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    239
    Character
    Ara Myth
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    I'd be okay with 20 minutes as well. Hopefully these are two spells that will be enhanced/adjusted.
    (0)

  3. #13
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    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.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  4. #14
    Player
    Sav's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    492
    Character
    Sav Alithos
    World
    Diabolos
    Main Class
    Gladiator Lv 70
    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.
    (0)

  5. #15
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
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    1,713
    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.
    (29)
    Matt "Bayohne" Hilton - Community Team

  6. #16
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Bayohne View Post
    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.
    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.
    (4)
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  7. #17
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    Quote Originally Posted by Bayohne View Post
    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.
    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.

    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...
    (1)

  8. #18
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Quote Originally Posted by Bayohne View Post
    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.
    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.)
    (3)

  9. #19
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    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.
    (0)

  10. #20
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    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.
    Sounds good! They sound like smart people, them.

    Quote Originally Posted by Rentahamster View Post
    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.
    (0)
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