I didn't know this game did that... That's stupid, didn't most games do away with the limits of # of debuffs, because it was so stupid?
Is there a limit to the # of hot buffs we can have too? >.>
I didn't know this game did that... That's stupid, didn't most games do away with the limits of # of debuffs, because it was so stupid?
Is there a limit to the # of hot buffs we can have too? >.>

This is most likely the biggest gaf that SE has had with FFXIV:ARR. To then say the original thread didn't have enough information in it. Then to say the 2nd thread wasn't a bug report.
The are ignorant to how the game actual plays.



Having actually played Arcanist/Summoner some now and doing some FATEs in crowded areas, I don't know how this class is going to function in large groups. I can't get off full DoT Festers sometimes on some of the FATE NMs in Coerthas due to my DoTs being overwritten.


24 mans aren't true 24 mans. The content is split up into 3 groups of 8 in separate parts of the dungeon. So Im assuming you will only need to worry about the dot cap for your group of 8.
There is no mechanic in this game for a true single group of 24. 8 is the maximum size for a group. Content that requires more will simply be done by 3 separate groups, 6 tanks, 6 healers, 12 DPS, in 3 groups of 2 tanks 2 healers 4 dps.
The only real question is will all of CT be one zone where the cap applies globally, or is the cap group specific or target specific. I am pretty sure it is target specific, in which case you need not worry because all 12 DPS won't be on one target.
Bump, our voices must be heard.
It's cute how so many people choose to waste their precious post limit by posting bone-headed replies to a thread they didn't even read first. Regardless, if you think a debuff limit isn't a problem, this must be your first MMO.
Yep this is a pretty big problem. The vast majority of a SMNs damage comes from dots, without them its easily the worst dps class in the game, and probably worse than tank dps. Each summoner has quite a few dots aswell (Bio, Bio 2, Miasma, Miasma 2 [sometimes], thunder, and Ifrits DOT if you use him. Thats not to mention Virus (which takes 2 slots) and eye for an eye which are great utility. Unless they raise the cap for 24 mans SMNs wont be desired because theyll essentially be useless.
Oh well if they dont fix it at least my BLM is leveled and geared
Maybe the restriction will be lifted for Crystal Tower? Wishful thinking I know, and knowing SE they will probably drop the ball on this and say "Working as intended..."
Yes this is a raise for concern.
Each class has roughly 3 (some more, some less.. Average is 3) debuffs that should be on a boss as often as possible.
3x 24 = 72.
Nope, not enough of a cap currently.



Again, and I must stress this. I want to see evidence of the accusation that the 30 Debuff limit is not a display limitation. So far, I have seen none provided and this entire scare is done off of stipulation that's not even factually there.
In parties, when viewing the party list, it is possible to see that buffs/debuffs exist on the player that are not shown in the party list due to display limitations. Clicking on the character individually indicates that the buffs are actually there and simply not displayed due to prioritizing.
Once the adjustments in which the debuffs you provide are prioritized at the beginning of the list come into effect we can start factually verifying if this is actually a concern or not, as we will get a visiual indication on whether or not our particular debuffs are being prematurely canceled or outright prevented due to an actual cap of number of debuffs.
A more factual problem, which is more of a design issue, is the concept of monsters being mass damaged by too many spike damage sources for DoT skills to deal the full of their damage, which would effect SMN's usefulness due to not being a short-term burst class - however this has more to do with encounter design, not system mechanics.
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