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  1. #41
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Bayohne View Post
    Hey all you CNJs! The team is planning for a full revamp of all actions in 1.20 and will be looking into adjusting things like the amount of enmity gained from cures. So please feel free to provide more feedback and I'll be sure we pass along your thoughts!
    Hi Bayohne & Yoshida-san,

    Here are my thoughts on Conjurers and spell-casting right now:

    • Spell Resists (Partial Resist / Full Resist): I realize that Tanaka may have been trying to build in some method to "balance" Magic in the original system, and have something similar to Disciples of War (with missing attacks), but Spell Resists happen far too often and really feel punitive and overly punishing.

      Mages have Casting Time (already a penalty compared to Disciples of War), their Spells take MP (that takes time to regenerate), so when you finally get a spell off, and it gets Partially Resisted or Fully Resisted (a common occurrence during grind parties, for example), it feels really frustrating.

      The worst example was a R50 friend of mine who tried a fully buffed (Dark Seal II, Profundity II, Bloodrite II +) Ancient Magic Tornado on a Level 1 Star Marmot and... it missed. (This was before 1.19.) As a Final Fantasy fan, you'd expect launching Ancient Magic against weaker enemies to generate stuff like "9999" damage (or at least do something decent). This is just ridiculous.
    • Increase Buff Duration Time (Protect, Shell, Shock Spikes): The current Duration Times are far too short (I realize it keeps mages "busy" doing something), but it feels like it's a constant cycle of getting Buffs on and before you know it, you're back to rebuffing the group within minutes.
    • Increase Buff Effectiveness (Protect, Shell): Early on in the game (month 2 or 3?), under Tanaka's reign, they nerfed Protect and Shell to be far worse than it used to be. It seemed to be almost useless compared to the protection it used to offer early on, or compared to Protect and Shell in FF XI. Please make Protect II and Shell II feel like they're worth casting.
    • More Effectiveness with Tier II (and eventually III, IV) Elemental Spells: With the current calculations for Elemental Spells (like Fire I vs. Fire II, etc.), it's oftentimes better to cast Tier *I* Spells over Tier II because they are faster to cast, have smaller cooldowns, and are cheaper (MP), and do similar damage (depending on the enemy) at times. During some farming situations / grind parties, I can land more Spell Damage on Tier I (including Critical damage), faster, than Tier II spells.
    • Faster Casting: Originally the casting times were a bit long, but manageable. But with this latest patch 1.19, it feels like Spell Casting is taking even longer than before. It *feels* like a slow, languid experience in battle (when I play mage). Playing any Class / Job in the new Final Fantasy XIV should be a fun, exciting experience. Casting Time (and lack of queuing the next Spell) really adds to this bad feeling, IMHO.
    • Ability for Mages to Participate Effectively in the New Skillchain / Battle Regimen 2.0 System (coming soon): Here's to hoping the new Skillchain / Battle Regimen System is a more free-form, fluid, dynamic and real-time Combo System like Final Fantasy XI's Skillchain (Renkei) System, where Mages can take on Magic Bursts to the end of Combos for bigger damage and bonus magic damage. This will definitely add some excitement and fun to mage classes.
    • New, Standout, Awesome Magic Effects: Right now, most of the spells that Conjurers cast are pretty generic, bland looking visual effects. I realize we're not at "Tier IV" Spells yet, but the look between Fire I vs. Fire II is pretty uninspiring. It's just bigger and kinda formless / "blah."

      This is especially true for Ancient Magic (Tornado, Burst, Flare, etc.). These are hallmark, big Final Fantasy Magic Spells and in this game, their Visual FX and look and feel and pacing are just terrible. (The damage is finally improving a bit in 1.19, but they are still not very impressive from an overall production value standpoint.)
    • Curative Magic Cost: I'm fine with the cost and changes to Cure I, II, III / Curaga in Patch 1.18 (the big MP cost change, separation). This is just a note to hoping that the White Mage Job *reduces* MP Cost for Cure Magic and adds other benefits. This would really make the White Mage Job stand out and players can then appreciate and understand why on a "generic / basic class" (Conjurer) that Cure I, II, III, Raise I, II cost so much, but on White Mage, their MP Costs and Casting Times are reduced greatly.
    I hope we get a good revamp of Conjurer in 1.20!

    Thanks!
    (5)

  2. #42
    Player

    Join Date
    Mar 2011
    Posts
    12
    Quote Originally Posted by Tibian View Post
    AOE toggle is a disaster. I am displeased it is even still in the game for attack moves. Needs to be fully removed.
    Why should it be removed? This is the main reason I play THM. I love the fact that I can control what my spells do, and the fact that this game is AoE friendly. My party can pull 5 monsters at a time, and with a good tank I can AoE my heart out getting us up to chain 6-8. It's fantastic! Without AoE this would be much more difficult and you would have to change the time for bonuses, or be stuck nuking one mob, then the next, next and so forth until you run out of mp and have to.... rest. Like in FF11. No thanks. I like being an active mage, please keep the toggle.

    On the note for Cure toggle: I can see why they took it out for this spell and instead added curaga: if you keep it in the game, things will go back to being boring for CNJ. When we had the toggle, everyone was at full life, full mp, and on easy mode for any level of battle, unless of course you got one shotted. I really don't want to go back to that. I like the challenge of MP management that they added in the game.
    (4)
    Last edited by Yellowbluebus; 10-21-2011 at 03:34 AM.

  3. #43
    Player
    Xaimera's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    618
    Character
    Xaimera Zeal
    World
    Leviathan
    Main Class
    Lancer Lv 64
    curaga draws so much hate its crazy i hated using it in darkhold >< was hard surviving those skeles during batraal on conj and i ran out of mp fast lol even with spiritbind.
    (0)

    LNC ~60~ DRG
    CON ~60~ WHM ARC ~60~ BRD MRD ~60~ WAR THM ~60~ BLM ACN ~60~ SMN ~ SCH ROG ~60~ NIN
    FFXI - Elia 2007 -- 2010 FFXI ~ 2002 -- 2007
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  4. #44
    Player

    Join Date
    Oct 2011
    Posts
    18
    More Effectiveness with Tier II (and eventually III, IV) Elemental Spells: With the current calculations for Elemental Spells (like Fire I vs. Fire II, etc.), it's oftentimes better to cast Tier *I* Spells over Tier II because they are faster to cast, have smaller cooldowns, and are cheaper (MP), and do similar damage (depending on the enemy) at times. During some farming situations / grind parties, I can land more Spell Damage on Tier I (including Critical damage), faster, than Tier II spells.
    Did you even play the game post 1.19?
    (0)

  5. #45
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Bayohne View Post
    Hey all you CNJs! The team is planning for a full revamp of all actions in 1.20 and will be looking into adjusting things like the amount of enmity gained from cures. So please feel free to provide more feedback and I'll be sure we pass along your thoughts!
    How about adding Sacrifice aoe's to Thaumaturge?
    (1)

  6. #46
    Player
    Aleczan's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    535
    Character
    Aleczan Knighthill
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Neptune View Post
    How about adding Sacrifice aoe's to Thaumaturge?
    In fact, Sacrifice used to be AoE-able spell until they disabled it some patches ago. I was unhappy they removed it, but I did agree that it was over-powered as AoE spell, thus a bit imba.
    (0)

  7. #47
    Player
    Buttons's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    294
    Character
    Buttons Taru
    World
    Excalibur
    Main Class
    Red Mage Lv 100
    Many nice suggestions so far so nothing much for me to add. I can only confirm that extended buff durations for shell and protect would be amazing. And maybe simplified status-removing spells, as there are not enough slots to equip them all.
    (0)
    http://buttons-tarutaru.blogspot.com

  8. #48
    Player
    AresGodofwar's Avatar
    Join Date
    Oct 2011
    Posts
    86
    Character
    Japella Sigma
    World
    Sargatanas
    Main Class
    Black Mage Lv 60
    curage takes as much hate as it did in 11... cast it n ur dead, simple as that, learn to cure
    (0)

  9. #49
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    I have no problem with spell resist ratio at this point. it needs to have a scaling miss percentage. Reguardless of if there is a chance to miss on a level 1 or not. Spell resisting does not happen too often

    Increased buff duration. I fully agree, I am all for it. Our buffs have a cast time, DoWs buffs do not.

    Buff effectiveness does need to be looked into.

    The effectivnes of tier II spells are fine, I am not sure what someone was thinking to even mention it.

    Cast times, they are ridiculos, especially when you figure in the lag issue. This is a issue that causes frustration with every cast, and deffinently needs to be addressed.

    Magic effect and asthetics, I could care less about these. I want fluid like action, and gameplay. Flashy graphics and effects in action just cause lag, make delays and are basically over all pointless toreal gameplay.

    Cure cost are great. They require some planning and stratagy. Devs, steer clear of those asking for easy mode again. Although I do think siphon MP needs to be AoE.
    (0)

  10. #50
    Player
    neorei's Avatar
    Join Date
    Mar 2011
    Posts
    1,262
    Character
    Neorei Dawnbreaker
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Duuude007 View Post
    Enmity is broken for gladiators presently.
    Provoke, taunt, disorient, skills like these you can spam all you want, but unless you can outdamage the Marauder Lancer or Pugilist in the party... which you weren't designed to do, you will not be able to maintain hate without severely limiting what damage potential the party as a whole can do.

    this is true
    (0)


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