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  1. #1
    Player

    Join Date
    Aug 2011
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    7

    Protect/Shell (Buff Spells) Revamp Needed Please!

    Again,

    ~Spell Duration~

    Protect, Shell, Shock Spikes, etc need to last longer. 5mins is too short. 10-15 mins would be great!

    ~AOE Range~

    Also, the range needs to be widened when buff spells are set to AOE because with this game being unlike the camping, unmoving tactical camps of FFXI, it is hard to make sure that your buffs reach every party member when your party is constantly running around.

    ~Casting Time~

    Why do these spells take so long to cast? If the range cannot be adjusted (and I dont see why it couldnt/shouldnt be) reducing the casting time for these spells would be lovely!

    ~Spell Canceling~

    Um why can't we do this?? Make it so please...

    Thanks,

    Sin
    (11)

  2. #2
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    In no particular order:

    Spell Cancelling, absolutely.

    AOE Range, in my opinion, is fine. I see how the issue you've raised about the less static nature of parties in this game could be a problem with the current AOE range but, honestly, the only problem I have with buffs not reaching everyone is because after I have said "gather together for buffs" some people don't listen. In which case the fault lies with the people, not the system. I think you'll find that a responsive party can easily overcome any shortcomings in AOE range perceived or otherwise.

    As far as spell duration is concerned I'm not sure what the issue is? Is it that it causes serious MP management issues to recast it more often? or is it just tedious?

    Casting time, also, other than Stoneskin, I personally don't see an issue with so won't address the point.
    (0)

  3. #3
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by AngryNixon View Post
    In no particular order:

    Spell Cancelling, absolutely.

    AOE Range, in my opinion, is fine. I see how the issue you've raised about the less static nature of parties in this game could be a problem with the current AOE range but, honestly, the only problem I have with buffs not reaching everyone is because after I have said "gather together for buffs" some people don't listen. In which case the fault lies with the people, not the system. I think you'll find that a responsive party can easily overcome any shortcomings in AOE range perceived or otherwise.

    As far as spell duration is concerned I'm not sure what the issue is? Is it that it causes serious MP management issues to recast it more often? or is it just tedious?

    Casting time, also, other than Stoneskin, I personally don't see an issue with so won't address the point.
    I think he means the recast time? So that if you miss some people with your protect, you can cast it again. Recast on Stoneskin is reasonable, recast on protect and shell longer than say 10sec is just a hinderance. If you could recast soon after missing some people, it would not matter except for the little MP you have to waste.
    (0)

  4. #4
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Quote Originally Posted by Sinistradian View Post
    Again,

    ~Spell Duration~

    Protect, Shell, Shock Spikes, etc need to last longer. 5mins is too short. 10-15 mins would be great!

    I do think shock spikes/stygian spikes should have the same duration as protect/shell, with 5 min duration, maybe 7 minuts 30 sec. shock spike II, stygian spikes II, shell II, and protect II, could then be 10-50 min.

    ~AOE Range~

    Also, the range needs to be widened when buff spells are set to AOE because with this game being unlike the camping, unmoving tactical camps of FFXI, it is hard to make sure that your buffs reach every party member when your party is constantly running around.

    Range is fine, I fail to find any true issues here, at this point, with everything going on, this is just a nit picky thing to mention.
    ~Casting Time~

    Why do these spells take so long to cast? If the range cannot be adjusted (and I dont see why it couldnt/shouldnt be) reducing the casting time for these spells would be lovely!

    Casting times are just fune, again, with all the real issues, this is ridiculos to mention.

    ~Spell Canceling~

    Um why can't we do this?? Make it so please...

    Umm, why would we need to??? if you need to cancel it, then you shouldn't of cast it in the first place.

    Thanks,

    Sin
    So, yeah the duration adjustment possibly has true validity, the rest I really think is just such a limited value, that it is not worth dev time at this point.
    (0)

  5. #5
    Player
    Ranka's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    130
    Character
    Pascal Graces
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Sinistradian View Post
    Again,

    ~Spell Duration~

    Protect, Shell, Shock Spikes, etc need to last longer. 5mins is too short. 10-15 mins would be great!

    ~AOE Range~

    Also, the range needs to be widened when buff spells are set to AOE because with this game being unlike the camping, unmoving tactical camps of FFXI, it is hard to make sure that your buffs reach every party member when your party is constantly running around.

    ~Casting Time~

    Why do these spells take so long to cast? If the range cannot be adjusted (and I dont see why it couldnt/shouldnt be) reducing the casting time for these spells would be lovely!

    ~Spell Canceling~

    Um why can't we do this?? Make it so please...

    Thanks,

    Sin
    In order:

    Spell Duration: Totally agree with this, with the constant moving it gets really tedious doing this over and over. Personally I think it should be closer to 15-20 min, but ya I agree it does need to be at least 5 min longer then what its at now.

    AoE Range: Hmm if you go in line with the constantly moving, ya I think it should be a circle AoE as CON is, but the range should be much longer.

    Casting Time: This I do not agree with, for the 5 min portion now the cast time is still quick if you got fast cast trait. Now if they increase it to a longer duration, then I think increasing the cast time would make more sense. However, ATM I do think the cast time is fine for the 5 minute duration.

    Spell Canceling: You can already do this, when your casting your spell ya just have to instigate the spell again and it cancels it(basically cast it 2 times) Though they do have a canceling system its not that good. Should have a key we can use for canceling it, like "Esc" key.
    (2)


    It is not the quantity of friends you have that determines your worth, its the quality of friends that does.

  6. #6
    Player
    DivineAyumi's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    78
    Character
    Asuna Yuuki
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I personally like it the way it is now except for spell canceling.
    Sometimes I just want to cast a spell "Fast enough" that I end up cancelling it by casting 2x.
    It gets really annoying specially with fast casting spells (after buffing).
    (1)


    http://www.twitch.tv/DivineAyumi

  7. #7
    Player
    madolyn's Avatar
    Join Date
    Apr 2011
    Location
    Okinawa
    Posts
    441
    Character
    Minna Valara
    World
    Excalibur
    Main Class
    Paladin Lv 70
    i personally would love a larger AoE range. it does get rather annoying when you start casting buffs and theres always that one person that runs off. As far as spell duration, it would be nice as well. In the meantime, i tend to use roaming soul for my protect.
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    32
    The only thing I agree with here is buff duration. Shockspikes can be short, as well as Stoneskin, but Protect and Shell should definitely last at least 20 mins, if not longer. What was it in XI, 30 mins? That seems reasonable to me as well, it gets very annoying having to constantly recast and I have a feeling that melee players would be much more willing to "gather together" for buffs if they only had to do it ever 30 mins or so. I know when I ranked up my melee jobs, I got very annoyed, almost as annoyed as the mage is, of constantly having to get new buffs. So def on Pro and Shell getting longer duration. Everything else is fine I think.
    (1)

  9. #9
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Albio View Post
    The only thing I agree with here is buff duration. Shockspikes can be short, as well as Stoneskin, but Protect and Shell should definitely last at least 20 mins, if not longer. What was it in XI, 30 mins? That seems reasonable to me as well, it gets very annoying having to constantly recast and I have a feeling that melee players would be much more willing to "gather together" for buffs if they only had to do it ever 30 mins or so. I know when I ranked up my melee jobs, I got very annoyed, almost as annoyed as the mage is, of constantly having to get new buffs. So def on Pro and Shell getting longer duration. Everything else is fine I think.
    I think the duration in FFXI was related to your "enhancement magic" skill, so it could be shorter or longer depending on who casted it. Not 100% sure though.
    (0)

  10. #10
    Player

    Join Date
    Oct 2011
    Posts
    1
    I think the recast times for Protect and Shell are perfectly fine. It's Stoneskin that's the problem as it comes off of a character really easily after little damage/only a few hits so it should be buffed so it's actually useful. It hardly reduces damage as is.
    (0)

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