Page 2 of 11 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 102
  1. #11
    Player
    Charismatic's Avatar
    Join Date
    Jul 2011
    Posts
    481
    Character
    Patricia Lanvaldear
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    What I'm more concerned about than MP costs (which I currently don't have much of an opinion on) is enmity for low ranks. Yes, low ranks matter, I don't care how many rank 50s you have, there's a lot of people with lower ranked mage classes and I'd sure LOVE to be able to cure my partner while duoing a guildleve without having the other enemies run straight for me.

    It's really far more of an issue at low ranks than higher ones because there's far less ways to actually deal with it. Just started a new character with a buddy on another server the other day and when we hit drybone I had to be ready to kite anytime I'd cure. This desperately needs some tweaking.
    (3)

  2. #12
    Player
    Chocobits's Avatar
    Join Date
    Jun 2011
    Posts
    289
    Character
    Frosted Butternipples
    World
    Excalibur
    Main Class
    Warrior Lv 44
    No. I disapprove of this thread.

    What is wrong with mages and MP doesn't have anything to do with the increased casting costs. It has everything to do with the sloppy battle mechanics, every mob in the game actually being an Archer, the armoury system and its ridiculous "affinity", and threads/mentalities like this thread where you need to be in one camp or the other.

    The entire line of healing spells and Sacrifice needs re-visioning
    AOE needs re-visioning (removing it from some spells and adding true aoe spells isn't the answer)
    Damage formulas need reworking
    Stat distribution needs major revising per rank up (since physical levels are going bye bye)
    Base stats on a new rank 1 character are so skewed, starting unreasonably high and advancing slowly after

    The HP/MP that a level 50 end up with (assuming they haven't stacked some ridiculous amount of points all into 1 stat) are very similar to that of a lvl 75 ends up with in FFXI. So why is our first tier cure healing for nearly 300 with heavy MND?

    Increasing the MP costs was expected because of aoe.. but then aoe was removed at the same time.. it seems like SE is working AROUND the armoury system instead of with it. Why re-invent the wheel? Let everyone pic 1 sub class that they can use abilities from, similar to FFXI's subjob system. How does it make sense to have a PUG that can use GLA defensive abilities, AND equip spells?

    Also, GLA needs to have cure spells added as part of its own class. Just saying.
    (5)

  3. #13
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    I voted for lowering it BUT only slightly. It's good that spells have a cost consequence associated with them, you can't just spam them now. I think it was great to raise them but I feel the went a little too far.

    Again I'm for lowering them slightly.
    (6)

  4. #14
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Main PUG here (and solo/duo casual player) and I say keep it, it got harder but just need to change some strategy and it's manageable. Only made it hard to do some NM's but oh well... just need to try when I get higher level or something...

    Also they probably might add ways to get it lowered later on like I think was Conserve MP from FFXI or something to decrease MP (slightly).

    No more easy mode
    (2)

  5. #15
    Player
    Chocobits's Avatar
    Join Date
    Jun 2011
    Posts
    289
    Character
    Frosted Butternipples
    World
    Excalibur
    Main Class
    Warrior Lv 44
    Quote Originally Posted by Arcell View Post
    I voted for lowering it BUT only slightly. It's good that spells have a cost consequence associated with them, you can't just spam them now. I think it was great to raise them but I feel the went a little too far.

    Again I'm for lowering them slightly.
    Other than very tiny adjustments to actual costs of cure spells, they need very little adjustment. They've fallen much more in line with the HP to MP ratio of cure spells of FFXI, which does a great job balancing resourcing. I would adjust the MP cost of every other spell, such as CON nukes. And remove CON nukes entirely, giving them to THM... but I digress.

    Fixing the armoury system and battle mechanics is more of a real fix than adjusting MP values, which is just a spot weld.
    (1)

  6. #16
    Player

    Join Date
    Jun 2011
    Posts
    19
    the mp cost is to high, it was prob to low before but this is the opposite extreme i notice more so than others maybe as my main is conj and thau and it sucks,,, at least give me rr if i have to try fight with no mp to use
    (3)

  7. #17
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Chocobits View Post
    Other than very tiny adjustments to actual costs of cure spells, they need very little adjustment. They've fallen much more in line with the HP to MP ratio of cure spells of FFXI, which does a great job balancing resourcing. I would adjust the MP cost of every other spell, such as CON nukes. And remove CON nukes entirely, giving them to THM... but I digress.

    Fixing the armoury system and battle mechanics is more of a real fix than adjusting MP values, which is just a spot weld.
    Well all I'm saying is that while the increase to MP costs is great as it requires people to actually think and manage MP I feel the team went a little too far, not much though. An adjustment, fine tuning if you will, yes. Not more than a touch.

    I didn't address other things such as enmity, class uniqueness, balance, etc... This thread was simply asking for thoughts on the MP cost alone.
    (2)

  8. #18
    Player
    KitCat's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    180
    Character
    Kit Cat
    World
    Ultros
    Main Class
    Conjurer Lv 90
    Approve.

    The new system is only a bother for people who are too lazy to re-learn how to play the job properly.
    (0)

  9. #19
    Player
    Rowyne's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Rowyne Olde
    World
    Balmung
    Main Class
    Conjurer Lv 80
    I can't give a definitive answer as I think it's too soon to say, actually. We're overhauling one system (armoury classes), right before we put in another (jobs). The overhaul was said to be spread across 1.18 and 1.19. We're in the middle of a painful transition.

    That said, I would much rather have the current direction than go back to how it was before. I like that we need to use our full skillset and make better choices. Gameplay feels more challenging and, overall, more meaningful now. I would be okay with tweaks, but things feel much more balanced now than they were before.

  10. #20
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    The area effect cost is ok.
    Maybe scale back single target spells to x2 or x3 instead of x4 mp cost.

    The advantage of urgently needing to heal multiple party members should come at a cost that's downright unsexy.
    (2)

Page 2 of 11 FirstFirst 1 2 3 4 ... LastLast

Tags for this Thread