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Nerf AoE CuresFollow

#1 Dec 12 2010 at 2:16 AM Rating: Default
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"OMG no nerfs!!!1"

The way AoE cures work in this game make it way too easy. There is literally no downside to it aside from getting more hate. The amount of HP cured is not even divided between the party members, they don't cost more MP nor need TP. You can just spam heals to win.

If we want harder combat and more strategy, this would be the first step to that goal. Make it cost much more mp, or have a TP requirement, or at least make it so not everyone in the range gets cured for full potency.
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#2 Dec 12 2010 at 7:20 PM Rating: Decent
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I vote no nerf , in fact i support increasing the range of cures again.
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#3 Dec 12 2010 at 11:34 PM Rating: Excellent
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We haven't even really SEEN any NM/boss fights yet...

Besides, Conjurers/Thaumaturges aren't meant to just have to spam away their MP on heals. If AoE healing was too weak, they wouldn't be able to do much else besides spam heals... and that is never very fun.
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#4 Dec 13 2010 at 11:38 AM Rating: Good
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yeah before u go nerfing cures. Lets see wat NM bosses bring. Also poeple still die tons without them. sure if u want to kill a class go ahead and nerf em.
#5 Dec 13 2010 at 1:13 PM Rating: Excellent
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shinichoco wrote:
We haven't even really SEEN any NM/boss fights yet...

Besides, Conjurers/Thaumaturges aren't meant to just have to spam away their MP on heals. If AoE healing was too weak, they wouldn't be able to do much else besides spam heals... and that is never very fun.


yeah, no thanks. I don't feel like pressing "cure" till 50. With the way it is now I have time to let loose some other skills while also keeping party members alive.
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#6Hyanmen, Posted: Dec 13 2010 at 1:28 PM, Rating: Sub-Default, (Expand Post) Yet you people want "challenge" to the game...
#7 Dec 13 2010 at 1:47 PM Rating: Excellent
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Hyanmen wrote:
Yet you people want "challenge" to the game...

What challenge is there if you do not feel threatened? It's like saying you want challenge but you don't want a risk of dying. I'm not quite sure what you people are expecting to happen.

Right now there is simply no reason not to use the AoE cure over the single target one. Do you think this is perfectly acceptable? Come on. Where is the strategy in that?


If I want challenge I take on harder targets.

I don't find pressing cure repeatedly for hours to be challenging. Yes, using AOE cures is perfectly acceptable. The challenge remains managing MP, managing hate, staying out of monster AOE range while still being able to hit party members with needed cures, and landing DoTs/debuffs etc.

I don't think that pressing cure cure cure cure cure cure cure cure cure cure cure cure cure the whole battle is challenging. Do you even play a mage? Cause if you don't - STFU. If you make curing a nightmare then no one is going to want to rank up mages.

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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

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#8Hyanmen, Posted: Dec 13 2010 at 2:02 PM, Rating: Sub-Default, (Expand Post) And what do you think happens when you take on harder targets?
#9 Dec 13 2010 at 3:23 PM Rating: Excellent
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Hyanmen wrote:
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If I want challenge I take on harder targets.

I don't find pressing cure repeatedly for hours to be challenging.


And what do you think happens when you take on harder targets?

If the answer is always "I will fight harder mobs", that's kind of counterproductive, because harder mobs = more healing needed = what's the counter-argument over nerfing AoE cures again?

No-one is saying we should start spamming cures. I am saying AoE cure mechanics are overpowered. I am saying that single target cures are useless and require no strategy whatsoever. This is not how it should be. What's the point of having a single target cure in the first place then?

You want to raise the bar of "challenging", yet at the same time people demand for more strategy and challenge needed from basic gameplay and progression. This change would simply lower the bar of "challenging" to the level of basic everyday gameplay. That is what people want, do they not? Either way you would still be "spamming" cures for "challenging" encounters, this doesn't change.


No, not really - now we take on harder targets but because of AOE cures as long as I am not the only mage in the group I don't have to cure all the time. If each melee in the group (and myself) had to be individually cured it would be 14X as many cures when the mob drops an AOE. No thanks.

I don't really prefer to play a healer - and because of AOE cures when I am in a group I usually don't have to cure that much because another mage will do the majority of it (and you don't have to press cure every second). In FFXI if I played pretty much any mage all I did was cure - WHY? Because the single target cure system meant that 1 person inevitably spent the whole battle pressing "cure cure cure cure" and because that was boring as hell - people made pretty much every mage in the game do it because otherwise there simply would never have been enough cures. If I wanted to spam cure all day I would just go play XI.
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

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#10 Dec 13 2010 at 4:24 PM Rating: Decent
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I agree that cures are a little too strong in this game. It always struck me as odd that a single target cure would neither heal more nor cost less mp than an aoe cure. If single target cures healed more than aoe cures, there would be more strategy involved in prioritizing who gets the cures first, avoiding aoes, and keeping the damage taken centralized on a tank.

However, the targeting system is crap right now (no <stpc>, <bt>, /assist) and cures aren't nearly as responsive as in ffxi. If they nerfed cures now, I would not trust a mage to keep me alive when fighting anything even moderately difficult - especially in crowded areas. Targeting and battle lag need to be addressed first.
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#11Hyanmen, Posted: Dec 14 2010 at 12:56 AM, Rating: Sub-Default, (Expand Post) Thank you. Maybe it does take a sage for people to listen? Sad.
#12 Dec 14 2010 at 1:45 AM Rating: Good
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Oh, we're listening, we just aren't taking selected words out of context, because we are listening. to the whole post.

kronohofsylph wrote:
I agree that cures are a little too strong in this game. It always struck me as odd that a single target cure would neither heal more nor cost less mp than an aoe cure. If single target cures healed more than aoe cures, there would be more strategy involved in prioritizing who gets the cures first, avoiding aoes, and keeping the damage taken centralized on a tank.

However, the targeting system is crap right now (no <stpc>, <bt>, /assist) and cures aren't nearly as responsive as in ffxi. If they nerfed cures now, I would not trust a mage to keep me alive when fighting anything even moderately difficult - especially in crowded areas. Targeting and battle lag need to be addressed first.


He might be agreeing with you to a point, but he's saying it should stay for now due to other problems in the game, such as difficulty targeting, as well as UI lag. Nerfing the power of AoE cures now would result in an exponential increase in deaths, which doesn't exactly correlate to fun very well.

I'll admit it seems a bit odd to me that AoE cures are just as potent as single target. However, I'd rather suggest that the MP cost for single target gets lowered (read: don't increase mp cost of AoE, that's penalizing players when MP is precious as is already), or the potency of single target cures gets raised. (read again: don't penalize players, make alternatives more attractive instead.)
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#13Hyanmen, Posted: Dec 14 2010 at 2:25 AM, Rating: Sub-Default, (Expand Post) So if I interpret you right, the game should not be made challenging before the quirks of the combat and UI mechanics are dealt with?
#14 Dec 14 2010 at 8:46 AM Rating: Good
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Hyanmen wrote:
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He might be agreeing with you to a point, but he's saying it should stay for now due to other problems in the game, such as difficulty targeting, as well as UI lag. Nerfing the power of AoE cures now would result in an exponential increase in deaths, which doesn't exactly correlate to fun very well.


So if I interpret you right, the game should not be made challenging before the quirks of the combat and UI mechanics are dealt with?

That's okay with me. I'm not saying they should work on this change asap. But whenever the game mechanics are good enough to allow for actually challenging content to emerge, something needs to be done about the cure mechanics.

As far as buffing instead of nerfing, that would not increase the challenge, it would decrease it. SE would have to do a lot more than simply buff single target cures to make the rest of the game challenging.

While the playerbase may see a buff in a more positive light than a nerf, a nerf would take two birds with one stone instead of SE having to adjust both existing content And the curing mechanics, not to mention potential issues like players HP.

In that light, the question arises which would be the best course of action to take; the one that pleases players, or the one that saves them from using unnecessary resources just to please us.


So you are saying that challenge = mob does more damage than players can heal for?

Wow... that is so... Everquest 1? Hell even EQ1 had the death touch. Nothing like zoning into the Plane of Fear with Cazic Thule up and all of a sudden hearing your name booming through the plane causing everyone to scramble to log out to clear aggro.

Why can't challenge just as easily be inflicting people like the main tank with Zombie status that makes them take DAMAGE from heals instead of being cured? Whoops... don't want to break out those AoE heals now...

Why can't NMs or mobs have abilities which halve the amount a player can be healed for? Silence mages? Drain MP? Increase casting times and recast timers?

Why does everything have to be so MobX hits YOU for 1,000,000 damage. You have been healed by D00dmage for 900,000 HP?
Truly awesome games that have challenge can get around AoE heals. Mages are probably not going to be getting much TP in mob fights which makes Radiance/Damnation even more worthless than they are now (they don't give much MP.) Ethers give 50 whole MP back (oooooooo.) NMs could be immune to syphon MP and I seriously doubt ANY mage is going to want to walk up and get hit by the NM to get some MP back from Stygian spikes. The only reliable source of getting MP back in a long fight would, most likely, be Exaltation/Transcendence which is on a 10 minute timer.


Edited, Dec 14th 2010 2:49pm by shinichoco
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#15 Dec 14 2010 at 8:55 AM Rating: Default
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So you are saying that challenge = mob does more damage than players can heal for?


Exactly, and your "alternatives" accomplish the same exact thing. If there is no threat of dying, there is no challenge to be had. Whether that comes through gimmicks or not is up to debate, but with your examples a situation will be created where monsters who use said gimmicks are challenging, while others aren't.

It is a choice between making the rest of the game challenging or making few fights that are challenging because of the gimmicks. End result is the same: mob does more damage than players can heal for (either through mobs themselves nerfing cures which is a hilarious alternative in itself, or something else).

I'm not a fan of gimmicks making a game challenging, but well, your post is rated "good" while mine is soon "default" so the masses have spoken.
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#16 Dec 14 2010 at 9:06 AM Rating: Excellent
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Zombie status doesn't really increase a mob's damage or limit how much players can heal for. It takes something the players have and turns it against them.

Destroying MP and increasing casting times not only limit healing, but damage too. If players can't hurt the mob, the mob won't die and it will eventually whittle the players down.

The point is there ARE other solutions to just nerfing the power of heals and you, for some reason, just don't want to listen to them. If I can think of some alternatives, surely the Devs are creative enough to think of a few of their own and then some. I will go back to my original statement and say, wait until we know what the mobs can throw at us. I would rather them make the mobs stronger in reaction to player power than to nerf players, but we don't need Absolute Virtue clones for every encounter either.
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#17Hyanmen, Posted: Dec 14 2010 at 9:17 AM, Rating: Sub-Default, (Expand Post) I think we know what the mobs can throw at us, and from there stems the complaints such as "the game lacks challenge".
#18 Dec 14 2010 at 9:33 AM Rating: Good
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Ummm... last I checked the NMs were due next patch. What NMs are you fighting?

And forgive me if mobs in my previous post was misleading, I was referring to the new mobs and NMs that they are giving us with the next (few?) patch(es).
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#19 Dec 14 2010 at 10:00 AM Rating: Default
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Ummm... last I checked the NMs were due next patch. What NMs are you fighting?


No one is talking about NM's. The basic content in this game lacks challenge. That is the complaint. That needs fixing. Whether NM's are tough or not does not matter, the existing problem does. NM's won't fix the fact that everything else is too easy.

Whenever players can't just curespam their way to the victory, is the day we need to think up new strategies to survive what they throw at us. Even on the basic level with guildleves.

I am not really concerned about the new monsters and content.
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#20 Dec 14 2010 at 10:35 AM Rating: Default
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copy and paste whm abilities, range for casting from 11 and we are gtg. I loved playing whm in 11, i despise casting jobs in 14. :(

they broke them. passive mp regen, yes please, should never have not been in game.

Healing is always challenging as normally the over zelous dd do their part to make things chaotic lol.

As for variety well, healers are meant to......heal! cures should be the main thing you are there for and yes the main ability you use. they can fluff it up with added options and extra buffs but when it comes down to the crunch, you are there to heal and yes, spam it if need be! Oo

i say no to any nerf this early lol, oh my the basic action bar is so bad and slow (even macros) that making things more difficult is just a bad idea.
when the very nitty gritty BASICS of the game work then worry about job strengths and weaknesses, 1/2 the players cant even target between mobs properly the way things are designed...sheesh Oo

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#21 Dec 14 2010 at 11:07 AM Rating: Default
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Ther is enough Copy/Paste going on already.
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#22 Dec 14 2010 at 4:00 PM Rating: Good
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MistyMew wrote:

As for variety well, healers are meant to......heal! cures should be the main thing you are there for and yes the main ability you use. they can fluff it up with added options and extra buffs but when it comes down to the crunch, you are there to heal and yes, spam it if need be!


Please show me this "healer" class to which you are referring. Under Disciple of Magic I see 2 classes:

Conjurer
Thaumaturge

The conjurer gets: Elemental nukes, Elemental DoTs, Some party buffs, Damage shields, a few MP restoring ability, and some cures.

The Thaumaturge gets: Astral nukes, Astral DoTs, Tons of Enfeebles, Status Drains, Buffs, MP restoring abilities and a some Heal/Regen/Health Transfer (All in one spell: Sacrifice.)

While both have the capability of healing, they are both the primary magic damage dealers of the game. So please tell me where this healer class with only "heals and fluff" you refer to is.

Edited, Dec 14th 2010 10:01pm by shinichoco
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