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  1. #11
    Player
    AmyNeudaiz's Avatar
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    Dec 2011
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    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Altena View Post
    - The concept lacks utility in XIV's current form. ( Stop would be overpowered on boss fights - or wouldn't land on anything worth stopping, mute/silence I would imagine is more of an Arcanist ability - eg. Siren's pact, float - what... makes you immune to Quake which isn't even in the game yet? etc~ I could go on.)
    Exactly, current form. Current form tells us nothing of FFXIV ARR. Also, we are getting Titan~, you know that don't you?
    Quote Originally Posted by Altena View Post
    - Spells that are considered "time/space" based spells can be easily covered across the 3 current casting jobs in future level caps very easily, without making one class overpowered.
    Why not increase diversity and add Time Mage?
    Quote Originally Posted by Altena View Post
    - In a party setup, due to current mechanics, the only thing a time mage would be doing is standing in the corner spamming Haste or Regen on people. (i.e. they become a haste bot). There is very little flexibility / movement with the job.
    Only if they are dumb enough to not make it flexible... You realize haste isn't the only thing you can put on Time Mage, right?
    Quote Originally Posted by Altena View Post
    - Some spells that are space/time based spells are iconic WHM and BLM spells in FF's that don't contain a specific time mage (which is the majority of them) and would rather see those respective jobs get them in the distant future (comet/meteor, reflect).
    Ok, let's throw away Time Mage because some FF games had time related spells on other classes. You know what? Let's get rid of everything that's not FF1 while we're at it. Gotta stick to them roots.
    Quote Originally Posted by Altena View Post
    tldr; despite my trolling posts earlier, time mage doesn't have much utility, game mechanics would force them to be a haste bot, and some spells that would fall under the "space/time" category are iconic WHM/BLM spells.
    You don't even know what Yoshi-P and the dev team would do with Time Mage. Why discredit the whole job when plenty of people want it, just because you can't see it being useful?
    (8)

  2. #12
    Player
    AmyNeudaiz's Avatar
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    Dec 2011
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    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Ingolf View Post


    We don't know enough about ARR to make that call. If something was OP, they could change the functionality. Make Mute slow spell casting etc.

    You could say that about any magic. Through this logic, RDM is unnecessary because it only uses Black and White magic

    We're past current. Once ARR is released, then you can make calls like that. If it does turn out to be the case, it will have to be tweaked, like BRD was tweaked.

    The flexibility is limited to the devs competency.

    Through this logic we might as well not add any new mage jobs.
    /Highfive for breaking down arguments in a similar fashion.
    (5)

  3. #13
    Player
    Altena's Avatar
    Join Date
    Apr 2012
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    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Ingolf View Post

    <insert big obnoxious picture that is completely irrelevant here>

    We don't know enough about ARR to make that call. If something was OP, they could change the functionality. Make Mute slow spell casting etc.
    If you kindly re-read what you were responding to, I stated that it lacks utility in the game's current form, in which is the only knowledge we can truly look at when making this kind of judgement. Slow spell casting is an effect of the spell Slow.... (as an example) So now we are breaking up 1 spell to make 2, i.e. creating ineffectiveness / gimping something to make something else with a similar effect? I don't understand that logic.

    We're past current. Once ARR is released, then you can make calls like that. If it does turn out to be the case, it will have to be tweaked, like BRD was tweaked.
    I am basing my calls on the knowledge that we have available to us now, and you cannot be beyond current, because current is another word for "present" meaning "right now". Therefore the basis of my calls are the based on the information that we have right now.

    The flexibility is limited to the devs competency.
    Flexibility is limited to the community's execution of what is given to us. Giving a class an ability that may be useful in some circumstance, does not define the flexibility that the job has, it is how the player/community choose to use said ability.

    Through this logic we might as well not add any new mage jobs.
    To be honest, we don't really need any in my opinion. We already have 3 confirmed spell casters. I would rather see more support/utility roles pop up. Jobs such as NIN THF COR (throwing XI names out there because they are commonly known), however based on the information we have - we have 1 "supportive" job. (BRD). I would like to see more individual jobs that are completely different (like dual wielders, pets etc).
    (2)

  4. #14
    Player
    Altena's Avatar
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    Apr 2012
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    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by AmyNeudaiz View Post
    Exactly, current form.
    tldr; started off the same as the previous. I stopped caring from that point.
    (1)

  5. #15
    Player

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    So... Your basing your calls on the very basic knowledge we have now? You can't possibly even see how SE could implement these spells in a way that doesn't encroach on other roles?

    You lack imagination, and faith in development team.

    As for flexibility, like I said: It's limited to the competency of the devs. If they release a load of situational skills and spells, then yes it won't be flexible.

    And again, through your logic there is absolutely no reason to add RDM. If you don't want any other roles blurred, you backed the wrong horse.

    Simply having the armory system blurs most of the roles in this game.
    (7)

  6. #16
    Player
    AmyNeudaiz's Avatar
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    Dec 2011
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    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Altena View Post
    tldr; started off the same as the previous. I stopped caring from that point.
    They were pretty close together, nonetheless your opinion is flawed from the get go. "They shouldn't add Time Mage because it wouldn't work in 1.0" - what?

    Ingolf seems to have this thread under control so I'll be taking my leave as to not double up on posts of the same opinion.
    /flies away on a unicorn
    (2)

  7. #17
    Player

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    I'm going to sleep. Too long between replies. I'll catch up later and reply as is needed.
    (0)

  8. #18
    Player
    Altena's Avatar
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    Apr 2012
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    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Ingolf View Post
    So... Your basing your calls on the very basic knowledge we have now? You can't possibly even see how SE could implement these spells in a way that doesn't encroach on other roles?
    Better then basing my calls on no knowledge/assumption/intuition like you are.

    You lack imagination, and faith in development team.
    No. I lack the confidence that the community will find a use for these spells other then haste spam, which can be easily taken over by other jobs.

    As for flexibility, like I said: It's limited to the competency of the devs. If they release a load of situational skills and spells, then yes it won't be flexible.
    No hybrid job will ever be close to balanced with a specialist job. Unfortunately (even though yes, Haste would be nice to have, as would a few other enfeebs that is based on time/space) I can't see these spells being anything more then situational.

    And again, through your logic there is absolutely no reason to add RDM. If you don't want any other roles blurred, you backed the wrong horse.
    To be honest I couldn't care less for RDM. As I stated above, I would rather see other jobs over RDM get released as I mentioned previously, however if there was one job to have access to these kinds of spells, I would rather see a more iconic job (RDM) get released then a Time Mage. In fact I am hoping they do RDM so well that it is more of the melee caster that it should be, rather then the hybrid blm/whm with rubbish melee capabilities. After Red Mage is released, then I would consider reassessing the implementation of a Time Mage.

    Simply having the armory system blurs most of the roles in this game.
    I don't disagree with this. The armory system is flawed on that level, however I do like having the ability to change jobs on the fly - unlike XI where you would have to make a pit stop to your MH and spend 30 mins gearing up.

    *edit* yeah sorry for the mega slow reply.. only have half an eye on the screen atm.

    *edit 2* In saying all of this, it really is neither here nor there if they were to do it and pull it off, good for them. However there are other areas of the FF lore that I would expect to see well in advance. Red Mage being one of them (however they decided to do it). I am not so stubborn to ignore the concept and rage quit if they implemented it as more jobs = better.. But I don't think it should be on the "to do" list this early when there are other key roles that need to be filled.
    (1)
    Last edited by Altena; 11-16-2012 at 08:26 PM.

  9. #19
    Player Andrien's Avatar
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    Mar 2011
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    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Time Mage dates back all the way to FFV, then in FFVIII as Ultimecia, FFXII, and Tactics. So, carefully implementing this classic will be great in my opinion.

    Some spells I hope the dev team will consider.


    Slow
    Immobilize
    Reflect
    Disable
    Vanish
    Gravity
    Haste
    Stop
    Bleed
    Break
    Float
    Vanishga
    Warp
    Reflectga
    Slowga
    Graviga
    Hastega
    Drain
    Reverse
    Bubble
    Syphon
    Undo
    Comet
    Meteorite
    (6)

  10. #20
    Player
    Firon's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Andrien View Post
    Time Mage dates back all the way to FFV, then in FFVIII as Ultimecia, FFXII, and Tactics. So, carefully implementing this classic will be great in my opinion.

    Some spells I hope the dev team will consider.


    Slow- pretty sure this is gonna be an ARC spell
    Immobilize - Same thing as bind
    Reflect - wont happen in a mmo unless the buff last like 2 secs
    Disable - players can do that with ws curently (wont know if possible in ARR)
    Vanish- useless
    Gravity- in game alrdy
    Haste- wont be in game
    Stop- too OP
    Bleed-this is in the game as well and CNJ still has the effect from aero in ARR as seen in the Live letter 3
    Break- would be to too OP or too useless
    Float- could be useful
    Vanishga- useless
    Warp- another useless spell that would not work on mobs
    Reflectga- same as reflect
    Slowga- same as slow
    Graviga- same as Gravity
    Hastega- this wont be in game also
    Drain- this was a thm spell
    Reverse- not even time magic at all
    Bubble- not even time magic
    Syphon- was an thm spell before as well
    Undo- LOL
    Comet- Yeah right
    Meteorite - Limit break for blm <.<
    I agree with Altena, the whole problem with that list is all those spells is all ready tuned to another job in the FF world. This job is crappy never understood why people like this class but that's my personal opinion.
    (3)
    Last edited by Firon; 11-16-2012 at 10:09 PM.

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