Final Fantasy XIV Shadowbringers: A Focus on the Party List (Media Tour)

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  • Опубликовано: 26 окт 2024

Комментарии • 11

  • @AZodiacCancer
    @AZodiacCancer 5 лет назад +2

    I paid attention to the number because of the cost of rezzing and even being a mana powerhouse WHM can still run dry on mp because of presence of mind. That said I'm fine with a max of 10000 it means everything is cheaper. Also this advice actually helps. I'm bad at math so the % thing is helpful. As for the HP as % mobs already only display % which annoys me. I want both numbers and %. I'm fine with the shield display. It makes it easier than having to guess how much is left. Divine stoneskin is 15% of max hp which is different per job. It's being changed but I'll be able to see how much it's shielding now.

  • @Eldokuun
    @Eldokuun 5 лет назад +2

    Thanks for this! i love learning about these changes and learning about FFXIV. Appreciate it and subscribed

  • @pixie9690
    @pixie9690 5 лет назад +1

    This was super interesting! Thanks heaps!

  • @noviriustomeisho6630
    @noviriustomeisho6630 5 лет назад +4

    I really like your interpretation of MP. I agree with this thought, but I noticed that Aetherflow still says 10% and Lucid still uses Refresh Potency. Currently, Refresh potency is (Potency x Base MP)/100, but if it's capped at "100%", I'm wondering if this will hold true.

  • @ThatRipper
    @ThatRipper 5 лет назад +2

    Good catch, really helpful vid 👍🏻

  • @mspecht565
    @mspecht565 3 года назад

    1st) they need a section in the game manual with all the game icons with were they are and what they are! 2) i didn't even know about the shield thing until just now 3) the design icon should be a literal shield outline on your number by your name. that would be simple and universal that everyone understands.

  • @lilithalicedark
    @lilithalicedark 5 лет назад +3

    My issues with the Shielding come down to readability. I'll break it down easily;
    1, It being on the health bar at all is a problem, I'd rather it be just above it, never in it, reason being that seeing how much ACTUAL health a player has is important to note for healing for mechanics
    2, Since it is on the same bar it is important to note that yellow is not a good companion to white, the two colours are not easy to distinguish at a glance and it makes it hard for some to quickly tell the actual HP
    3, it's not in a useful place for a large amount of tanks, as the HP Bar (on their HUD) is what they look at to check how safe they are for upcoming mechanics and may pop additional things accordingly (especially in dungeons)

    • @avalonstar
      @avalonstar  5 лет назад +1

      Good points made! Appreciate them. By no means a perfect system, but a decent step forward.

  • @TifaTheSoldier
    @TifaTheSoldier 5 лет назад +1

    avalonBLESS the shield bar

  • @Mysterio2243
    @Mysterio2243 5 лет назад

    Your entire reasoning about the MP is the exact same reasoning the WoW developers had. Here's why this is one of the worst changes in the expansion:
    The game is starting to script the way classes should be played. Previously, for me as a Healer, getting more MP made me able to change the way I play fights. By being able to output more healing in certain phases without going oom in the end I could adapt my playstyle. It also synergized with other abilities, with more MP my Energy drain became a lot better and I had to use it less often.
    Now with this change, no matter my ilvl, my play style will always remain the same throughout the entirety of the expansion. It makes the class a lot more mundane, less customizable, less fun all to make the class (and game) easier for newer players.
    Finally, you contradict half of your statement by saying that it would be nice to be able to see HP as a percentage, which is the actual solution of the MP problem you are saying is being adressed by this abyssmal change.