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Thread: Dispel help? :(

  1. #1
    Player Nadirah's Avatar
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    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60

    Dispel help? :(

    How in Hate do you folks keep track of dispels?

    The buff/debuff icons are so bloody small and I can't tell what's what, even with my glasses on.

    This isn't a problem in the other games I play because I can mod the UI.. And the party frames in this game just suck.

    Http:\\imgur.com\C3NCABJ

    My EQ2 interface. Frames at bottom center. The little cross icons light up when there's something that needs cured. One cross per type.

    Http:\\imgur.com\8c6n1wa

    My WoW UI.

    I don't look at party frames on the side at all. Those 5 boxes(scales up to 25, 5x5 grid) is Grid, a party/raid frame replacement. Rest of the UI is Shadowed Unit Frames.

    Party members' frames change color when afflicted by something needing dispelled. Green poison, brown disease, blue magic, purple curse. The border of the little boxes changes as well to those colors. I see *immediately* what needs dispelled. No guessing no squinting.

    So why do they suck here?
    (3)

  2. #2
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Buffs have an arrow pointing up. Debuffs point down. After a while playing you just learn what the different debuff icons look like so you know what they are anyway.
    (4)

  3. #3
    Player
    Shuon's Avatar
    Join Date
    Aug 2013
    Posts
    526
    Character
    Shu'on Vana'diel
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    To be clearer, the shape of buff icons is an arrow pointing up while debuff icons is an arrow pointing down.

    Also, some debuffs cannot be erased particularly from boss fights. You will get used to it After a while
    (0)

  4. #4
    Player
    LycorisSelunis's Avatar
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    Apr 2015
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    222
    Character
    Lycoris Selunis
    World
    Behemoth
    Main Class
    Astrologian Lv 80
    Also a lot of debuffs have red backgrounds. Another thing is unlike wow and some other games there are not different types of debuffs that you need a different ability to dispel, nor do you remove more than one debuff at a time. Kind of crap if someone has several debuffs actually.

    There is UI scaling, perhaps that could help if you make them larger to help?
    (0)

  5. #5
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    Quote Originally Posted by LycorisSelunis View Post
    There is UI scaling, perhaps that could help if you make them larger to help?
    As Lycoris says. I know on PC you would press CTRL + Home after selecting whichever piece you want bigger. There should be 3 basic sizes, small - medium - large. I do not know the controls to change it on a PS3/4 though.
    (0)

  6. #6
    Player Nadirah's Avatar
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    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Can't make *just* the icons bigger, or hide buffs cast by other classes(that alone would help) or put them in different spots or anything. Infuriating.

    Might have to wait for addons. I'm visually impaired. My addon choices aimed at accessibility. Raid server first elsewhere, can't *not* suck here.

    Embarrassing.
    (0)

  7. #7
    Player
    Lyrica_Ashtine's Avatar
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    Dec 2013
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    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Nadirah View Post
    Can't make *just* the icons bigger, or hide buffs cast by other classes(that alone would help) or put them in different spots or anything. Infuriating.

    Might have to wait for addons. I'm visually impaired. My addon choices aimed at accessibility. Raid server first elsewhere, can't *not* suck here.

    Embarrassing.
    Most debuffs for endgame content can't be removed anyway. Not till the nerfbat strikes. So it doesn't really matter much if you're aiming for server first endgame raiding.
    BCOB's High Voltage paralysis used to be persistent
    BCOB's Infirmity from Twintania
    SCOB's petrification
    SCOB's Honey Glazed
    SCOB's Thunderstruck, Frostbite and whatever that burn name was
    FCOB's thunder vulnerability increase
    FCOB's bleed for the phoenix encounter
    FCOB's heavy and vulnerability up in the Kaliya encounter

    The list is incomplete, but I can't be bothered to finish it. It's kind of silly how healers have spells to remove debuffs, but debuffs that matter cannot be removed.
    (2)

  8. #8
    Player
    Adrasteia's Avatar
    Join Date
    Nov 2014
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    165
    Character
    Alys Brangwyn
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lyrica_Ashtine View Post
    The list is incomplete, but I can't be bothered to finish it. It's kind of silly how healers have spells to remove debuffs, but debuffs that matter cannot be removed.
    That's a consequence of Esuna/Leeches essentially being cost-free (aside from a GCD and a pittance of mana). If there's no major cost associated with it, there's no real choice associated with it, either: if a debuff is dangerous enough, you'll remove it with Esuna/Leeches. If there was a greater cost associated with casting them, (such as higher mana, Aetherflow, a charge-based system, a cooldown, etc.) you'd see more use of strippable debuffs, since it'd add an element of decision making into the mix rather than simply being a rote task for healers to perform.
    (0)

  9. #9
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Adrasteia View Post
    That's a consequence of Esuna/Leeches essentially being cost-free (aside from a GCD and a pittance of mana). If there's no major cost associated with it, there's no real choice associated with it, either: if a debuff is dangerous enough, you'll remove it with Esuna/Leeches. If there was a greater cost associated with casting them, (such as higher mana, Aetherflow, a charge-based system, a cooldown, etc.) you'd see more use of strippable debuffs, since it'd add an element of decision making into the mix rather than simply being a rote task for healers to perform.
    If that was really the case, why wouldn't the cost be higher in the first place? The only reason why status ailments cannot be removed is because it's a punishment for not handling mechanics properly.

    Failing to avoid breath attacks in the Hydra relic encounter results into infirmity.
    Failing to prevent High Voltage results in a potent paralysis lasting for 30 seconds on the entire party and any pets presents (pre-nerf)
    Failing to direct voices in the Melusine encounter or failing to seek proper shelter leads to petrification (pre-nerf)
    Failing to perform any mechanic properly for the Imdugud encounter results in a vulnerability increase to thunder attacks
    And many, many more.

    But there are also cases where it's simply part of a mechanic, but can't be removed none the less:
    Death Sentence from Twintania, which cannot be dodged, will inflict infirmity
    Handling towers for The Avatar encounter is mandatory, but the inflicted ailment cannot be removed

    And it's not limited to endgame content:
    Failing to meet the conditions for the first boss in Snow Cloak will result into a frozen state
    Failing to meet the conditions for the first boss in Halatali hard will result into petrification
    Failing to dodge attacks for the last boss in The Stone Vigil hard will inflict infirmity
    Failing to dodge attacks in World of Darkness results into increased vulnerability
    On that very same boss the one being attacked by Cloud of Darkness will suffer from a bleeding effect that cannot be removed

    There are some unconventional status ailments out there, such as Brand of Purgatory and In the headlights, which are part of a mechanic. But there are plenty of more common status ailments, such as poison/bleed and paralysis, that cannot be removed. Even the petrification from the Melusine encounter could not be removed with the use of Gold Needles. While you could argue that the petrification in said encounter is called "Stone Curse" and not "Petrified", similar items such as Spine Drops fail to remove paralysis that Esuna cannot remove either.

    It's not a case of "consequence being cost-free". It's a simple case of punishment and forcing entire parties to do their share of mechanics. While there's nothing wrong with that by itself. Healers are simply powerless to fight any status ailments being inflicted as a result while they have the spell to do so, even if they wanted to.

    Additionally: After the High Voltage nerf healers finally were able to remove the paralysis effect. But with the extend of the nerf, it wasn't worthwhile any more: The paralysis lasts 8 seconds. The duration was simply not worth the cost any more. Even if they did last the full, original, 30 seconds, the amount of MP spend to remove all 8 paralysis effects would be 1488 MP in a time span of less than 20 seconds (more if you'd include pets). Square-Enix had to nerf that particular mechanic so bad, that the consideration went from:
    It cannot be removed either way
    to:
    It's not my time worth removing
    (0)
    Last edited by Lyrica_Ashtine; 06-02-2015 at 06:34 AM.

  10. #10
    Player
    Sagittarian's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    868
    Character
    Nesshin'na Kasai
    World
    Malboro
    Main Class
    Summoner Lv 90
    I think there is a setting so you can show only debuffs that are on the characters. I think it is all or nothing though, so you couldn't even show the buffs you had placed.
    (0)


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