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  1. #71
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by zaviermhigo View Post
    As of right now I'm okay with the scaling of potency, but I still have my concerns, will mp cost be the same? If so will we have less mp? Because it would seem sort of OP to be able to cast a cure for 8 mp and have it cure for 800hp at level 50, while still costing 8 mp. If the mp does increase as potency increases wouldn't this be problematic for the UI, or would there be a preset level 1-10 cure costs 8, and level 11-20 cure cost 12, and such. The choice to use the lower tier is now completely gone, does this mean hate will be rebalanced around this, I think it should be, because if not, the enmity minus gear on my belt won't be enough to keep me pulling hate from curing, I might have to go fetch some of those stronghold pieces like the head :/
    Or will it be like WoW, where it's based on a percentage of your base MP (i.e., MP with no gear or buffs)?
    (0)

  2. #72
    Player
    Inaaca's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Inaca Selenaca
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Manafont View Post
    first our castbar isn't going to get changed. case we need dat so we can know when our spellz are supposed to go off but aren't. We gonna still be dartin people for 10 dmgez cause dats what we need to use our tp movez from oder classes
    Those are combat system functions. Every class has a hotbar and a starting default ability (currently). These aren't characteristics that specifically define either CNJ or THM fundamentals.

    And my gosh, are you using such blatant misspellings on purpose? It doesn't help your case.
    (0)

  3. #73
    Player
    Spellbinder's Avatar
    Join Date
    Mar 2011
    Posts
    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Manafont View Post
    first our castbar isn't going to get changed. case we need dat so we can know when our spellz are supposed to go off but aren't. We gonna still be dartin people for 10 dmgez cause dats what we need to use our tp movez from oder classes
    I'm sorry, but where in that statment are the fundamental elements of the Conjurer class again?
    (1)

  4. #74
    Player
    Inaaca's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Inaca Selenaca
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by zaviermhigo View Post
    As of right now I'm okay with the scaling of potency, but I still have my concerns, will mp cost be the same? If so will we have less mp? Because it would seem sort of OP to be able to cast a cure for 8 mp and have it cure for 800hp at level 50, while still costing 8 mp. If the mp does increase as potency increases wouldn't this be problematic for the UI, or would there be a preset level 1-10 cure costs 8, and level 11-20 cure cost 12, and such. The choice to use the lower tier is now completely gone, does this mean hate will be rebalanced around this, I think it should be, because if not, the enmity minus gear on my belt won't be enough to keep me pulling hate from curing, I might have to go fetch some of those stronghold pieces like the head :/
    It's clearly stated in the announcement that mp cost and potency will both scale with the level of your current class.
    (1)

  5. #75
    Player
    Manafont's Avatar
    Join Date
    Jul 2011
    Posts
    161
    Character
    Love Tap
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Inaaca View Post
    Those are combat system functions. Every class has a hotbar and a starting default ability (currently). These aren't characteristics that specifically define either CNJ or THM fundamentals.

    And my gosh, are you using such blatant misspellings on purpose? It doesn't help your case.
    You just dunt get it. you gonna be like "wow" when dey release da patch
    (0)

  6. #76
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Physic View Post
    considering they only finished the outline that yoshiP didnt approve officially, last week, and yoshi p just approved it like wednesday, i highly doubt they have tested anything at all, especially against moogle battle. maybe by late december they will have, but we ll see.
    Pretty sure you can test abilities before you finalize a level up order and what their effects and stuff are. They would actually need to test them out for the announcement so they know what exactly they do and how they would work.
    (0)

  7. #77
    Player
    Spellbinder's Avatar
    Join Date
    Mar 2011
    Posts
    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    @Inaaca

    At this point I think its just trolling, I'd say just leave it be.
    (0)

  8. #78
    Player
    Inaaca's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Inaca Selenaca
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Manafont View Post
    You just dunt get it. you gonna be like "wow" when dey release da patch
    You're right. You totally got me. Flawless argument. Good thing you were here.
    (0)

  9. #79
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Physic View Post
    ok lets put it like this, a mage with one role only needs a few spells, but a mage which is supposed to support DD and survive needs more spells.

    im really thinking about CON here, because they have to cure, support, survive and DD. In different system they can choose thier skills, but heres the key, classes are supposed to excel at solo, and most people will level solo from like 1-15 most likely, remember the design of specialisation into partying doesnt come till 30.
    What CNJ needs are useful actions that allow him to perform in party and alone. The concept of "Action" in this case can mean a wide variety of things. There are no "rules" as to how exactly the action is supposed to function.

    Right now we have a ton of situational, one-dimensional actions that take up a lot of space but alone provide very little in terms of benefit. Most actions, exceptions such as different tiers of Cure aside, can be condensed without losing much in the process. What the developers should be striving towards is to make each and every action count. Not just situationally, but in regular gameplay. Right now this simply isn't true for many actions.

    Tell me, what exactly stops CNJ from having two DPS skills, a healing skill, a support skill, and an ability to enhance each at level 13? How exactly does this 'hinder' a soloing CNJ, if the actions in question are multi-dimensional and offer various benefits as-is?
    (0)

  10. #80
    Player
    Inaaca's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Inaca Selenaca
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Spellbinder View Post
    @Inaaca

    At this point I think its just trolling, I'd say just leave it be.
    Heh, yeah. You got that feeling, too? Don't worry, I'm done. :`
    (1)

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