[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.
Is this for real?
are you effing kidding me?
[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.
Is this for real?
are you effing kidding me?
That's something i don't understand. But surely there's a reason
I think it's a mistranslation, and they mean that protect and shell are now one in the same. It probably merely lowers damage of both magical and physical nature. If you notice there is no shell on the skill list.
Wow, now i only need to press 1 button instead of 2, this game sucks i am quitting!!
what? no now you cant have two buffs at the same time. So if an enemy uses both melee and magic what you gonna do? take the full blunt of one of the two. This goes against every single ff's logic out there.
except there is no shell and protect probably covers magic defense as well...
nice to meet you.24 - Trait - Enhanced Protect - Increases magic defense gained from Protect.
Recast Time: 5sec.
I just talked about this in the other thread but it seems to be wrong or something there is no shell spell and one of cnj traits state that you get magic def from protect.
I am trying to look at this objectively, and though I try, I fail to understand where's the "wrong" aspect of it. I have to say from my very first FF game, the fact that you had to spend doubly for spells very few people chose to cast independently seemed somehow bizarre. It only seemed to artificially increase the feeling of complexity, whereas the reality was you needed to cast one gratuitous spell more.
Usually, these spells get combined in a macro and are cast sequentially. Only some players are selective, depending on the foes being fought and cast one or the other. On either of these cases, how is the situation changing by the streamlining decision here? This is one case in which I would say the change seems like better design.
R
The "problem" is this "simplification" actually is becoming a limitation. For the examples you gave above, some people, myself is one liked knowing ok, I'm battling mage only mobs currently or their strengths were spells so Pro wasn't needed. It's an option. Usually you ADD things to a game that are missing not combine and remove them.I am trying to look at this objectively, and though I try, I fail to understand where's the "wrong" aspect of it. I have to say from my very first FF game, the fact that you had to spend doubly for spells very few people chose to cast independently seemed somehow bizarre. It only seemed to artificially increase the feeling of complexity, whereas the reality was you needed to cast one gratuitous spell more.
Usually, these spells get combined in a macro and are cast sequentially. Only some players are selective, depending on the foes being fought and cast one or the other. On either of these cases, how is the situation changing by the streamlining decision here? This is one case in which I would say the change seems like better design.
R
Yes, having them combined removes the extra action to a bar or macro in a macro set and no, not all of us used the spell in a macro, once you learned how to use the Con job correctly it wasn't needed that is.
Regardless, if Shell is no longer available, then the patch note shouldn't mention it cause it caused me this morning to go "wtf?" O.o If they are combined fine, w/e, but again, shouldn't mention shell. If it's to be used as someone else pointed out for let's say another mage class or as a Whm only spell, then SAY SOMETHING FFS!
That is the fault of SE currently. The "suspense" or "excitement" of waiting for new things is great EXCEPT, when you leave out the F*&KING DETAILS in the release notes a$$hats!
This is a horrible, horrible decision and change in my opinion. For any what reason would this make sense? I have not the slightest idea. Since when in any FF has Protect and Shell overwritten eachother.
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