I don't think anyone really wants FFXI-2. People just want features that either actually worked in FFXI, or features that are just straight up missing and would improve FFXIV.
I have heard people wanting pretty much FFXI-2 one post listed alot from ffxi and the replies were "they made that game, its called FFXI" lol.
But some features wouldnt be too bad, like the party flag, just copy the code and adapt it to crystal tools, not sure how differant the engines are though
People mention many features from FFXI because they were good features (something FFXIV lacks in). I'm sure some people do want a FFXI-2, but I think most people just list features that were pretty much expected to be in FFXIV. Features that worked well, basic features at that.I have heard people wanting pretty much FFXI-2 one post listed alot from ffxi and the replies were "they made that game, its called FFXI" lol.
But some features wouldnt be too bad, like the party flag, just copy the code and adapt it to crystal tools, not sure how differant the engines are though
If this was SE's first MMO, I'd be way more forgiving, but for a game to be succeeding an 8 year old game, it really just doesn't have any excuses for missing many basic features. Especially for it have been in development so long. Granted, I feel the game is finally going in the right direction, and I truly hope it will be a solid game when it comes out on the ps3. I also hope the ps3 brings life back into this game.
Jobs (Gimme back my WHM. Especially now that Conjurer is crippled!)
Being able to use your full arsenal of abilities (Those skill equip points really bug me!)
Artifact Armor (I want my cute little white mage outfit!)
Orcs, Yagudo's, Quadavs.
Mob spawns on boats (also pirate attacks!)
Jeuno (okay, moreover I miss having a good gathering spot for players)
Auction House
Thief
I could go on, but I daresay this post would be 10 pages long by the time I finished it, so I suppose that will do for now.
Sure, I'll master how to cast cure no more than 9 times in any fight if the tank learns to stop taking 9 cures worth of damage in any fight. Hows that for adapting, kiddo?
You need to learn and so do they. I didn't say Conjurers were the only ones who need to change their way of thinking. Tanks need to understand that the days of having a constant shower of cures are over.
You want to talk numbers? Because im all for numbers!
Okay, news flash. I can cure ONE person at a time with my 75mp Cure II. It heals an average of about 300 HP. Solo I take roughly 100 damage per hit from a monster of average strength. Enemy skills deal anything from 150-200 damage, not counting 1000 needles from cactuars. My gear is not below par and my maximum HP is around 640, but only via spamming vitality like its going out of fashion (Since most of the other stats have virtually zero effect anyway, I figured HP was a good alternative to 0.001 extra damage points on Thunder).
In order to survive an encounter while healing a group I need to perma-spiritbind (halves MP costs) rendering me unable to back away from enemies (and therefore, unable to move out of AoE distance if the mob closes in) and it still leaves me with a very lengthy period of waiting around after fights in order to recover lost MP. There is no way this is balanced! Siphon MP gives me barely enough for a single cure if im lucky, and the difference between casting it on living or dead opponents isn't very apparent. I sometimes I get more MP on live targets than I do from dead ones!
The MP changes were necessary. Let me assure you I believe that they were sort-of going in the right direction with these changes. Mages should be more careful about MP conservation, and should not be able to perma spam AoE cures like they were pre-patch. However with the addition of Curaga and the removal of AoE toggling heal spells, a balance needs to be made to ensure we can still perform our jobs.
Funny how they felt the need to severely nerf healing, but not enhance the MP costs of nuking, enfeebling or buffing.
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