Running with your weapon out keeps your MP from regenerating, and here you are making a thread saying to get rid of it. I told you how to stop it and how it won't effect your movement speed, hopefully,with the lancer trait.


Running with your weapon out keeps your MP from regenerating, and here you are making a thread saying to get rid of it. I told you how to stop it and how it won't effect your movement speed, hopefully,with the lancer trait.



I already knew how to do it, you don't have to keep reiterating that topic. Like I said, we already had mp management skills




And I completely agree that MP Regen completely overshadows those abilities. What I disagree on is how to handle that. I don't think we should ditch the one that works better in favor of using the same tactics the melees use. Melee classes need to fight nonstop, they can't just put their weapons away and wait for HP. Instant restorative abilities with a cooldown are essential. However, their fundamental opposites, mages, can easily find time to go passive if things are okay.
I say if something really has to go, it's the instant abilities, not the regen.
Last edited by Anonymoose; 04-11-2011 at 02:48 PM.
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola




i'm glad we have it honestly. i may not use it much, but it is a nice thing to have when i need it. the same thing goes for the hp regen.
http://crystalknights.guildwork.com/


Then why make this thread?


Deadriser, you asked for opinions. I gave you mine, if you don't like it, then don't make a thread asking for it.

I think that maybe there could be a happy medium here. With Mp-regen I do think they should remove Tranquility, Exaltation, Stygian Spikes, Siphon MP as they really are no longer needed. Basically just a useless ability. I think they should slow down the amount of MP-regen though. Currently it is way too much way to fast. It does not make people learn their jobs effectively.
I would also like to say that I understand why SE is doing what they are doing with some of these patches, however there has got to be a way to make it casual friendly(which I don't think any Final Fantasy has ever been) while at the same time still making their original fan base happy.
I am still personally against MP-regen at all, but for those that can't seem to manage effectively I understand you need some hand holding. My real question to those that whine is do you really think that an effective party will go out with you if you do not know how to do certain things in the game such as; hate management, Damage dealing, Healing or Mp management. The answer is no sad but true. If you are too lazy to learn your job using the system in place how do you expect to take on End-game content once it is available?
My only beef with everyone is that while content is lacking, and some of the mechanics are awkward....they ability to make a great character is there. The problem lies with people complaining that they want to do something, but are not willing to put the time or effort into doing it, instead they would rather SE dumb it down for you and hold your hand.
Trust me thing are not difficult in this game if there are characters that are able to solo NM's in this game already then trust me it is not SE that is the problem(except for maybe the monsters are not hard enough), but you for not even trying.




My defense of MPR comes from all areas except how it pertains to doing my job, as backwards as that may sound. There are two places consideration could be placed:
(A) The Battlefield: As I stated earlier, instant restorative abilities are necessary for melee, they can't stop fighting for any reason. A mage can afford to, whereas if it's on a Leve and things are going well, or during a large fight where another mage would likely have it covered for the time it took to refill.
(B) Movement: This is why I think MPR is an absolute necessity. When a group is moving quickly between groups of mobs, be it in a random party or on a level, a melee regenerates to full between sets, going into each battle restored. A mage, however, would be entering a new fight in the same state they left the last - which I think puts it at a disadvantage. Those who compare MP management to FFXI are leaving out the part where running around without kneeling between battles would screw a melee over just as badly as a mage.
I don't think it's so much hand-holding, but an attempt to make this game much more fast-paced than we're used to. It's not just the regens and cooldowns taking less time, it's also the battles, the movement, and the progression. HP now comes from being passive, a kneelheal you can move with - and kneelheal restored MP as well. Speed is of the essence; sandbox MMOs are out of vogue, but trying to find a balance between repetition and driven content doesn't have to be inherently negative because it negates a timesink, which somehow, people confuse with difficulty.
MP management skills can still be forced on us, but it doesn't have to come from taking away any ability that doesn't require us to stand there and do nothing for so long that if we wanted to do anything else we'd fail at it. I'm very nervous about demanding that until the alternatives have been absolutely exhausted.
As for Mages being able to solo open field NMs... RDM? As long as a mage can avoid being decked in the face enough to die, it can win. It's always been that way. Even to compare with FFXI, the solution wasn't to nerf the job, change MP, or buff mobs -- it was to balance gravity's recast beyond it's effectiveness by just enough to ensure the mob got in enough hits that if you were solo, you were dead - and people were too busy bitching over the rest to get any movement going on that - which is exactly what I'm hesitant to allow to happen here.
Last edited by Anonymoose; 04-11-2011 at 03:20 PM.
"I shall refrain from making any further wild claims until such time as I have evidence."
– Y'shtola
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