

I know this is kinda a joke thread at this point, but for what it’s worth...
I would rather they cap you at 9999 hp and/or mp and have this cap reached at 50.
Gear should mitigate damage rather than increase hp. I’d even be cool with higher hp for tanks and higher mp for mages with dps in the middle.
It’s not that the big numbers are meaningless, it’s just that with a tighter range I feel the numbers have more impact, especially when I hear “expect x attack to do 12,000 damage”. ..what is that even in this particular instance? Half my hp bar? A third?


Didnt they say theres gonna be a numbers crunch for the next xpac? Might end up with something akin to what youre talking about.I know this is kinda a joke thread at this point, but for what it’s worth...
I would rather they cap you at 9999 hp and/or mp and have this cap reached at 50.
Gear should mitigate damage rather than increase hp. I’d even be cool with higher hp for tanks and higher mp for mages with dps in the middle.
It’s not that the big numbers are meaningless, it’s just that with a tighter range I feel the numbers have more impact, especially when I hear “expect x attack to do 12,000 damage”. ..what is that even in this particular instance? Half my hp bar? A third?




A stat crunch, yeah. Basically what WoW has done in the past multiple times because the numbers were just getting ridiculous. I recall it made soloing older content nearly impossible until stats jumped up again with gear upgrades.
Also this entire topic is silly.

Take away MP and you'll have PLD's spamming spell abilities as the new tank meta


BLM is the only one it'll effect and its the only one that uses MP in any meaningful kind of way. DRK and PLD would barely need any changes. SMN could basically have the same as RDM. This is way less effort in changes needed then TP required. And BLM should be on chopping block for changes in 6.0. The button bloat can't allow for them to add in any more ocgd so they doomed to a rework anyways.MP is different than TP was. Well it is not really more engaging on every job, but DRK, PLD and BLM have mechanics to manipulate the MP bar and would need a complete rework when MP was removed. On healers and RDM I think they would work without an MP bar, just put a cooldown on raise. Don't know about SMN, never played the job.
That's a bad idea since FFXIV combat is made for sudden recoveries, especially in preparation for mechanics that require a certain number of people to be alive to be able to do.
What MP does is not so much preventing the recovery of a near dead party, but to make consistent deaths throughout a fight be an issue, along with the weakness debuff.
So, putting a cooldown on raise would help someone who keeps dying at a regular interval during a fight while the other 7 managed to stay alive throughout the fight, but would punish one badly handled mechanic that kills most of the party.


And thats a bad thing? And "sudden recoveries" is BS. I often only rez on swiftcast cooldown anyways. Better to focus on the alive parties members then to lock into long cast chains.That's a bad idea since FFXIV combat is made for sudden recoveries, especially in preparation for mechanics that require a certain number of people to be alive to be able to do.
What MP does is not so much preventing the recovery of a near dead party, but to make consistent deaths throughout a fight be an issue, along with the weakness debuff.
So, putting a cooldown on raise would help someone who keeps dying at a regular interval during a fight while the other 7 managed to stay alive throughout the fight, but would punish one badly handled mechanic that kills most of the party.
A kit not being useful for the combat style it is used in is definitely a bad thing.
Sudden recovery is not BS. I've seen it happen plenty of times during the last boss of Ridorana during a failed intermission.And "sudden recoveries" is BS. I often only rez on swiftcast cooldown anyways. Better to focus on the alive parties members then to lock into long cast chains.
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