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tyrantsyn
08-12-2012, 05:33 AM
I wanted to move this here under the correct heading so it could get the proper attention.


So honestly I don't think the concept behind the new RDM 2 hour is all so bad. But in it's current form it doesn't really feel as much as a two hour as something that should be on a a 15 minutes timer. From what D-H has share with us here on his testing I've taken a moment to come up with some idea's to make it more 2 hour worthy/compile what has been share to beef it up properly.

1: 2 hr duration: honestly 30 to 45 second of improved buff's just doesn't really cry epic 2 hour at all. Basically you rush to get out buffs as fast as possible before the duration end. Having it for such a short time just kind of seem's cheap and kill's the over all utility. Ideally this 2 hour would work better with a 5 to 10 minute duration. Where it could be reapply when necessary til the end of the fight or at least mid way threw the fight.

2: undispel~able: I'm referring the actually spell's and not the 2 hr ability it self. This has been suggested a few time's to add over all bonus to the 2 hour to make it more appealing.

3: Duration increase: I know originally this was just a mis translated but it was a very appealing idea bonus to the ability.

4: It would be idea if the ability double potency on anything it affected. This would bring a lot of demand for the ability in end game content.

Perhaps with these idea's in mind, content could be design so balance could be achieved. Any way just my thought's on thing's.

Demon6324236
08-12-2012, 05:54 AM
The 2-hour itself is bad due to lack of duration and potency, I very much agree. We need at least 3~5 minutes of duration and much higher effects, 1.5 times or perhaps even 2 times!

Mathieu
08-12-2012, 11:44 PM
How exactly is duration a problem? As long as there is enough time to cast all the enhancing spells it actually applies to, then its duration doesn't matter that much unless it is longer than 9 minutes. Maintaining the effects of a two hour for nine minutes is far better than almost any other one in the game. Soul Voice, probably the most comparable two hour currently in game, with perfectly timed casting and a merit ability, can maintain one effect almost that long. Bards also have a hard cap on the effects they can have going at once and take much, much longer than Red Mages to cast.

Unless the ability only impacts abilities while it is in effect, not just abilities cast under it, magnitude is going to determine how useful it is. Duration is largely irrelevant unless you plan on recasting all your relevant enhancing spells immediately at the end of it. In which case, that isn't different from it having a short duration.

Daniel_Hatcher
08-13-2012, 12:53 AM
How exactly is duration a problem? As long as there is enough time to cast all the enhancing spells it actually applies to, then its duration doesn't matter that much unless it is longer than 9 minutes. Maintaining the effects of a two hour for nine minutes is far better than almost any other one in the game. Soul Voice, probably the most comparable two hour currently in game, with perfectly timed casting and a merit ability, can maintain one effect almost that long. Bards also have a hard cap on the effects they can have going at once and take much, much longer than Red Mages to cast.

Unless the ability only impacts abilities while it is in effect, not just abilities cast under it, magnitude is going to determine how useful it is. Duration is largely irrelevant unless you plan on recasting all your relevant enhancing spells immediately at the end of it. In which case, that isn't different from it having a short duration.

Which you can't, this 2-hour requires a 3-minute duration. If they don't want you using it on other people than re-word it. (even then you can not cast all RDM spells in optimal gear in that stupid time)

Increases Enhancing Magic potency for self-target only (and if so up the potency to double). Otherwise, the recast of the spells makes the 2-hour useless in itself.

PS. I'm aware nothing will be done to change this 2-hour simply as it's RDM, damn thing would have been better as the merit effect for Chainspell not a new 2-hour.

cidbahamut
08-13-2012, 10:24 PM
As long as it shares a timer with Chainspell I can't see myself using it.

Put it on a separate 20 minute timer and we'll talk.

Badieh
08-13-2012, 11:36 PM
How long does this 2h last on the testing server?

tyrantsyn
08-14-2012, 12:07 AM
From my experience it can take a RDM from a 1:30 to 2 minutes to completely buff. That alone makes a 30 to 45 second to short to even crank out half of what we need. I'll admit some buff's my be redundant. But add on possible buffering of other's and that number can be pretty much on time. One of the reason for including a longer duration of the actually 2 hour is to flush out the over all utility. Not to mention it will just make the player base feel better about using it.

Mathieu
08-14-2012, 04:52 AM
Which you can't, this 2-hour requires a 3-minute duration. If they don't want you using it on other people than re-word it. (even then you can not cast all RDM spells in optimal gear in that stupid time)

The key word is all. The enhancing spells that really would help in an emergency while being buffed enormously ones only take about 30 seconds to cast without Fast Cast. I agree, you can't go through the entire buffing cycle in that amount of time. However, it is ample time to slap on the enhancing spells most suited to a specific situation and then some.

The longer casting time buffs aren't really things that seem likely to justify bothering with this two hour. If you really need them, you are better off with Chainspell.

Daniel_Hatcher
08-14-2012, 05:18 AM
The key word is all. The enhancing spells that really would help in an emergency while being buffed enormously ones only take about 30 seconds to cast without Fast Cast. I agree, you can't go through the entire buffing cycle in that amount of time. However, it is ample time to slap on the enhancing spells most suited to a specific situation and then some.

The longer casting time buffs aren't really things that seem likely to justify bothering with this two hour. If you really need them, you are better off with Chainspell.

So basically a 2-hour you can't even use simply to buff yourself, Yup, real useful....... I mean useless.

PS. new 2-hour adjustments coming, bet you can't name the job ignored again.

0nionKn1ght
08-14-2012, 09:30 AM
Why did you make a new thread with a different dev tracker code, and then talk about RDM merit 2 hours, when there is already a very active thread about this identical subject?

Sunrider
08-14-2012, 11:39 AM
Because the thread you made focuses on what you wish the 2-Hour would be, where this one focuses on what's actually wrong with the 2-Hour.

Babekeke
08-14-2012, 03:53 PM
This is basically Soul Voice for RDM, that only works on enhancing spells? Well then I don't see why it should last for over 30 seconds, I mean SV is ONLY 3 MINUTES!

Demon6324236
08-14-2012, 05:33 PM
This is a post I made in the New 2 hour Abilities (http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities/page28) thread. Wanted to share it in this thread as well seeing as it is specifically for RDM.


Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.

Camate thank you for the update on the happenings with the 2-hour abilities. I was sad to see nothing was said about RDM's ability however.

What to change!

1. I ask for something very simple that should be balanced, please make the effect of the 2-hour last 3~5 minutes, SCH's Tabula Rasa & BRD's Soul Voice are both much like our ability however last much longer right now.

2. Please return the duration increase, and make it 50~100% extra duration for spells cast during this time.

3. Increase the potency for all spells a 50~100% boost across the board.

Why it is balanced!

With this, we still have many of our most potent spells such as Gain-Spells and Temper as self cast only, but have more time to buff party members. Balance is easily maintained as even with a Haste that gives 30% Haste, SCH & BRD can beat it. SCH has Embrava, which comes up to 30% Haste if I'm not mistaken, and lasts a max of 12.5 Minutes, which is roughly what the RDM 2-hour would make a RDM's Haste last, however Embrava can also stack with Haste, where as RDM's 2-hour Haste will not be able to stack with yet another haste. BRD also can Soul Voice Marches for a total of 40% Haste, which is yet again better than the double potency of a RDM's Haste, while they also have an ability as SCH does that allows for a double duration effect.

Many of RDM's best spells are self target only, meaning no one outside of the RDM would be getting these effects. Due to RDM being the only one to possibly get them, I think it would be fair for RDM to get an incredible boost in power for a good amount of time from spells like Gain and Temper, as they would be a great amount of DD power to put RDM on the front lines, or to use Gain-INT/MND for amazing nukes/enfeebles due to the higher accuracy. Phalanx would give even more damage mitigation allowing RDM to take more of a hit, another reason why it could be very useful, especially with how hard things hit now days, and if it were put with Phalanx II, you would get around -80 damage on party members with this ability, and with how hard things hit now days, that could be useful, not to mention the super strong effects Protect & Shell would gain.

RDM 2-hour Merits?!

We have been told we are going to be able to merit 2-hour abilities, but we have little to no information on anything about it. However some of my suggestions relies on parts of this happening. I figure the Merit 2-hours will be a 3rd category in each jobs merit lists. I also think they will probably work alot like other categories, with 4+ different choices, and upto 10 merits placed into each job. So if this is the case I would like to give you my list of merits for 2-hours I would like to see.

Chainspell - Duration: With each merit, provides a 10% boost to duration. This should stack with the Augmented Duelist's Tabard +2 effect, so normally 1 merit would be +6 seconds of duration, and with this body, 1 merit becomes 8 extra seconds.

Chainspell - Accuracy: With each merit increases magic accuracy by 10 during the effect of Chainspell. This would allow better magic accuracy during Chainspell, so that less nukes, or enfeebles, are resisted during this time.

New 2-hour - Duration: Adds 10% duration to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the duration at +50~100%, that was for this. If this merit is put in, then it would be starting at 50%, and growing to 100% through merits.

New 2-hour - Potency: Adds 10% potency to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the potency at +50~100%, that was for this. If this merit is put in then it would be starting at 50% and growing to 100% through merits.

If this is not the plans for merits!

If merits are not like this we will need a 75~100% boost in duration/potency of spells during this effect, as I showed earlier, it is not unbalanced, many other jobs have effects much like this that are very potent and can even stack with the effect of the original spells, meaning theirs will still be more powerful even.

Please keep in mind, you are asking players to wait 2 whole hours to use these powers again, and 2 of these abilities we already have on other jobs are highly powerful, so much so that they are thought to be the only abilities worth waiting that 2 hours. I think it is fair for RDM to get these buffs, as it would make it a more potent job, and extend its power a little more in a party or solo setting with its various Enhancing Magics.

Thank you for reading

Thank you for reading my post, and ideas. I hope they are given to the devs, and they can truly be looked over, and possibly implemented for RDM. RDM is my favorite job, but time and time again it feels like since the level cap was raised the job has lost its use, and this new 2-hour has some hope to get it back, but we do need the ability to be better than it is. Please look into this, and do it, so that RDM can have a place again, and so the job doesn't truly die.

tyrantsyn
08-14-2012, 11:43 PM
Why did you make a new thread with a different dev tracker code, and then talk about RDM merit 2 hours, when there is already a very active thread about this identical subject?



Because the thread you made focuses on what you wish the 2-Hour would be, where this one focuses on what's actually wrong with the 2-Hour.

Don't take it personal, but I didn't want thing's to get lost in that thread.

Also 1058 is for merited 2 hour abilities, 1135 is for the new 2 hours.

Ophannus
08-15-2012, 01:50 AM
30seconds is a bit short. It's barely enough time to buff ourselves. It should last 60-90 seconds which is a fair amount of time to buff ourselves, wait for recast timers and the buff other players. This actually a fair amount of time because with Composure and full empyrean armor and estoq.cape buffs last about 12-15 minutes on us and about 6-8 minutes on other players.


BRD also can Soul Voice Marches for a total of 40% Haste, which is yet again better than the double potency of a RDM's Haste, while they also have an ability as SCH does that allows for a double duration effect.

Well with RDM's new 2hr, we could just give the party Haste and let the BRD do Minuetx2.


My suggestion is, under this new 2hr, make all of RDM's enhancing spells either AoE or castable on party members. This lets us Temper and Gain-STR others for 60 seconds.

tyrantsyn
08-15-2012, 02:44 AM
I think everyone would love to see RDM get aoe buff's. But they've made it clear they don't see that for RDM. I know at one point it was said "by player base" if we can't AOE buff than give the job more potent buff's over the aoe versions. Considering the Dev's have come at us with this new 2 hour, it my be exactly what they have done.

Which isn't exactly what we were asking for, but we are getting it. In a backwards kind of way.

Ophannus
08-15-2012, 09:54 AM
They wouldn't give RDM aoe buffs normally but I think it would be balanced and fitting for a 2hr. Hell I'd be happy even if it wasn't AoE but was made 'party only' instead.

Sunrider
08-15-2012, 10:32 AM
I'm mostly concerned with this two hour being far too weak and far too brief, with too many questions and limitations attached.

Why is it dispellable? Will additional merits extend the duration or the potency? What does that cap at? Does Composure affect the buffs themselves?

tyrantsyn
08-15-2012, 11:08 PM
Being a 2 hour effect un~dispel~able buff's would make it a real bonus in fight's where a mob is known to dispel constantly. The idea would bring strategy and utility to the job in those kinds of fight's.

Hell they don't even need to be completely un~dispel~able, just have them come with a high resist rate to being dispel.

Sunrider
08-15-2012, 11:55 PM
It would also take a step closer to worthiness of activation.

Demon6324236
08-16-2012, 12:10 AM
That is something I forgot to put in my rant of things to SE, we also need buffs cast to be unable to be dispelled as that would instantly kill the 2-hour. Again it is not unbalanced because SCH's Embrava does the same thing, it can not be dispelled by any means except by zoning or a player removing it (not even sure if thats possible seeing as I have never been so stupid as to try it...) so it should be fair.

tyrantsyn
08-16-2012, 12:30 AM
Here's to dreaming, but it would be kind of sweet if it up temper to a triple attack % as well.

Demon6324236
08-16-2012, 01:40 AM
Here's to dreaming, but it would be kind of sweet if it up temper to a triple attack % as well.

I'm kinda hoping for some form of JSE with SoA, where 1 of our pieces of gear (head preferably) has an "Augments Temper" effect which would either make it Triple Attack or add an overlay effect of Triple Attack with our standard Double Attack. It would also allow them to open Augments for other jobs or abilities/spells for jobs that have not gotten them due to being later in levels or release. Basically like an "Augments Absorb-Attribute" for DRK would absorb another effect, or "Augments Meteor" could add a +10% damage bonus from your casting of Meteor into the final spells damage.

Just an idea but it would work well with the Triple Attack idea for Temper, while also allowing expansion onto other jobs abilities.

Sunrider
08-16-2012, 02:17 AM
I don't think Temper necessarily needs a Triple Attack addition, it'd be plenty bonkers if the Double Attack rate were simply increased.

tyrantsyn
08-16-2012, 03:38 AM
I'm kinda hoping for some form of JSE with SoA, where 1 of our pieces of gear (head preferably) has an "Augments Temper" effect which would either make it Triple Attack or add an overlay effect of Triple Attack with our standard Double Attack. It would also allow them to open Augments for other jobs or abilities/spells for jobs that have not gotten them due to being later in levels or release. Basically like an "Augments Absorb-Attribute" for DRK would absorb another effect, or "Augments Meteor" could add a +10% damage bonus from your casting of Meteor into the final spells damage.

Just an idea but it would work well with the Triple Attack idea for Temper, while also allowing expansion onto other jobs abilities.

Not to get off topic but some new gear that added to effect's are way over due.


I don't think Temper necessarily needs a Triple Attack addition, it'd be plenty bonkers if the Double Attack rate were simply increased.

I'd imagine the new 2 hour going to increase the OAT %, Considering the thread tho I thought I'd throw out the TA/OATR

Demon6324236
08-16-2012, 05:18 AM
Honestly if Neo-Limbus was actual areas not just bosses, and had AF1+2 items, they could have made it have those effects, but that was a dream never realized by SE it would seem.

tyrantsyn
08-16-2012, 06:28 AM
Still room to do it, sounds like a great idea for a General discussion thread. Maybe +2 af could work in some nice rdm melee perks.

Demon6324236
08-16-2012, 07:10 AM
I wish it were, SE already said they wouldn't do it back when people asked about it before. Their reason was because adding +2s and the like to new areas would stop people from doing the originals and potentially create to much congestion...

Daniel_Hatcher
08-16-2012, 09:25 AM
I wish it were, SE already said they wouldn't do it back when people asked about it before. Their reason was because adding +2s and the like to new areas would stop people from doing the originals and potentially create to much congestion...

Does anyone even do the originals now anyway!?

Demon6324236
08-16-2012, 09:51 AM
Does anyone even do the originals now anyway!?

Well so far as I know you need a Metal Chip to do Neo-Limbus areas, so you would need the ABCs from somewhere. Also it does give some gear that isn't terrible for jobs, the Haste legs for example. But all in all no it is not common.

ManaKing
08-17-2012, 05:04 AM
I just want longer duration with higher potency, like they improperly said the first time they announced these. Give me double of both and I will use it.

Also 2H seems almost silly at this point. You can reset them a number of ways and honestly their longer duration leads them to be not used very often even though they could be.

tyrantsyn
08-17-2012, 10:59 PM
Does anyone even do the originals now anyway!?

More or less just trophies at this point to hang on your mannequins.

SpankWustler
08-18-2012, 08:16 PM
While the Red Mage Two-Hour isn't bad on a conceptual level like the worst of the new abilities, it's definitely in the "major issues with potency or execution" pile.

I'm surprised more people haven't complained about it. I'm surprised that I haven't complained about it more, given the massive amount of stuff I complain about.

A two-hour ability that does something so similar to Soul Voice and, in terms of end-effects, also Embrava should be more similar to those abilities in terms of potency and duration. It really is that simple.

The problem and the solution can both fit into the same sentence. It really is that simple.

Zirael
08-19-2012, 12:49 AM
That is something I forgot to put in my rant of things to SE, we also need buffs cast to be unable to be dispelled as that would instantly kill the 2-hour. Again it is not unbalanced because SCH's Embrava does the same thing, it can not be dispelled by any means except by zoning or a player removing it (not even sure if thats possible seeing as I have never been so stupid as to try it...) so it should be fair.
You are able to cancel Embrava manually.
Also, Embrava gets overwritten by Kaustra, Kaustra gets overwritten by Embrava.
Ooops, wrong door, sorry!

Demon6324236
08-19-2012, 02:44 AM
You are able to cancel Embrava manually.
Also, Embrava gets overwritten by Kaustra, Kaustra gets overwritten by Embrava.
Ooops, wrong door, sorry!

Ok, so just make it to where buffs under the 2-hour can still be removed by certain effects of the opposite nature, such as some slows will cancel Haste still, just make it less than we have currently. After that should be good.

tyrantsyn
08-21-2012, 11:55 PM
You know I got to thinking last night and I wanted to address something before it became an issue. Please back me up on this post if you agree.

Most of us "I believe" will not be happy if we have to merit this ability into something worth wild, instead of having it do as describe from off the break. Meaning all the original idea's from the first post need to be met before we even throw in the first merit. It could be a really big sore spot if the ability starts off really weak and we "the player base" have to choose how to progress it in order to make it something worth wild.

Please when considering the finally release of this 2 hour, make it as worthy as possible before merit's. I'm pretty sure the player base would agree with me that we don't want another case of category 2 merit spell's when it comes to this 2 hour.

Sunrider
08-22-2012, 12:13 AM
I still think it should be a 2 minute Job Ability on a 3 minute cool down.

But, if they insist on making this a second 2h, then I pretty much agree with all of the above.

Hashmalum
08-23-2012, 06:17 AM
While the Red Mage Two-Hour isn't bad on a conceptual level like the worst of the new abilities, it's definitely in the "major issues with potency or execution" pile.

I'm surprised more people haven't complained about it. I'm surprised that I haven't complained about it more, given the massive amount of stuff I complain about.I think most red mages have given up by this point. Which is a shame, because I think that we could get them to make this one ability at least halfway decent if we all stand together and ask for it. It's not a systemic problem like enfeebling magic, or something that they have demonstrated that they completely have their head up their ass about.

Sunrider
08-23-2012, 06:45 AM
Which is a shame, because I think that we could get them to make this one ability at least halfway decent if we all stand together and ask for it.
I actually, I went to the New 2-hour thread (http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities/page10) and did just that:

Regarding the RDM two-hour, there are reports that the effect increase is less than 2x. This is unacceptably underwhelming. The new two-hour should not offer less than triple potency, and should apply to all Enhancing magic, from Protect to Gain spells. Anything less is worthless compared to Chainspell. The new two-hour, while in effect, should also be immune to dispelling effects.

Merits should adjust the duration of the Job Ability while in effect, the duration of which should start at a minimum of a minute, to account for the time spent actually casting the spells. The duration of the affected spells should be enhanced by Composure.Whether you agree with my suggestion or not, I think everyone needs to pay it a visit and chime in.

Demon6324236
08-23-2012, 09:36 AM
The new two-hour should not offer less than triple potencyWoah~ cowboy, lets try getting double potency now, along with double duration, and leave some growth room with the merits, SE may take overboard things and ignore them, which that seems a lil... high, even if it would be amazing.

Tamarsamar
08-23-2012, 10:46 AM
Not to mention that trying to compare our new 2-hour to Chainspell will always leave you disappointed. Anything less than triple potency is worthless compared to Chainspell? Dude, almost every other 2-hour is worthless compared to Chainspell. Even with the new 2-hours (which, not that that's saying a whole lot unless you're a DRK or SMN), it's still one of the best, if not the best 2-hour in the game.

And you want another 2-hour at that level of quality?

My complaint isn't that our new 2-hour is worse than Chainspell; that's to be expected. My complaint is that our new 2-hour is just plain bad, to the point of being borderline unusable, even without taking Chainspell into account.

Just make it Enhancing Magic Soul Voice, for goodness sake: 3:00 duration, double-potency spells. While additional spell duration would be nice (particularly if it stacked with Composure), I don't think that there would be a whole lot of room to complain about it with those specifications.

Sunrider
08-23-2012, 02:59 PM
I'll concede something more like an Enhancing version of Soul Voice is more reasonable.

Although, simply dismissing a request for drastic improvement on the grounds that "nothing's as good as Chainspell" is is self-limiting. Every job deserves to be able to say "holy ****, this is as good as Chainspell/Soul Voice/whatever." The devs are basically asking us to what we want before they go back to the drawing board, we can't let them go back to it with mediocre crap.

But hey, like I said: disagree or don't, jump in that thread and chime in.

Ophannus
08-23-2012, 03:00 PM
Takes me like 20-30 seconds to fully buff myself and that's if I'm casting crap like Aquaveil, Barspells and stuff. Invest in a capped fast cast precast set. Can get off Haste/Temper/Stoneskin/Phalanx/Enspell/Gain-stat/Refresh II/Protect/Shell in like 20 seconds maximum. The new 2hr needs to have a 'Diffusion' effect where all of our enhancing become AoE as well.

Demon6324236
08-23-2012, 03:38 PM
The new 2hr needs to have a 'Diffusion' effect where all of our enhancing become AoE as well.

No, we don't need AoE. We just need powerful buffs for ourselves, that last a very long time, thats it. SE has made it clear time and time again we should not expect any AoE spells of any kind, Diaga seems to be a fluke at best. Our best bet on a great new 2-hour is similar to Chainspell.

Chainspell was a short duration effect that allowed us great power in magic, only 1 of the 2 sides of the coin RDM is meant to be. As such this one should be just the opposite. This ability should flush out alot of melee power, the side we currently do not flush out. Not only that, but 1 of the best uses for Chainspell, was to use it for a way of enfeebling a monster. For instance, you could hold a mob with Chainspell-Utsusemi, or lock their movement/actions with Chainspell-Stun. This ability is much more focused on Enhancing Magic, arguably the other primary magic of RDM, and for this reason, we should see a massive buff to our current powerful buffs, such as Temper and Gain spells. The majority of buffs in a RDM's arsenal is for melee. Temper, Phalanx, Haste, Gain-STR/DEX, Enspells, these are all powerful melee tools, and while we can buff our magic, it is never as powerful as our melee buffs are.

Honestly now that I think of it. For awhile we have been asking for Brave & Faith. This ability is meant to buff our Enhancing Magic abilities, I would like to see Brave & Faith implemented as spells in much the same way as Embrava & Kaustra were. Brave being an Attack/Accuracy/Critical Hit Rate/Damage+25~50% spell, and Faith being the same, but for magic equivalents. It would not be the exact same as in previous FF games, but would bring a high level of power to players much like Embrava does. The problem with these types of spells becomes apparent when you weigh the ideals of RDM, against the use of these ability. If it is single target, many will rage & complain, it will be seen as stupid because it is only for RDM and people believe RDM is worthless past its mage abilities. However if it is AoE, it goes against what SE seems to have as a goal or vision for RDM, and thus is also unlikely.

In all I myself do not think we need our buffs to be AoE, I would rather them just be powerful and very long lasting. This 2-hour needs to be something good for us on the front lines, or to put us on the front lines, and 1 of the only ways to do that is single target, double potency, double duration, with 3 minutes to cast whatever we want.

As for having a decked out Pre-cast set. I can not stand the idea of changing from my Fast Cast set to my Enhancing Magic set for that, as most spells cast to fast, especially with that, for me to make sure I always get full potency, unless you use 3rd party tools. Even with Windower you would need to have a macro for each Enhancing Magic spell to really do that I think. So it should not be required by any means for you to get out all buffs needed. But to each their own.

Economizer
08-23-2012, 04:01 PM
Dude, almost every other 2-hour is worthless compared to Chainspell.

I wouldn't say Chainspell is the best 2hour currently in the game by far (SCH, SMN, BRD, WAR, SAM, MNK and arguably a few others come to mind), but as a White Mage, I'd take Chainspell over Benediction any day. I'll save the Benediction rant for another more relevant thread, but the point is that Chainspell, while not the best 2hour in the game, is still a pretty darn good one like you say.


And you want another 2-hour at that level of quality?

Considering that Chainspell isn't the best nor the worst 2hour, but still very useful in very specific situations, why, yes, I'd say Red Mage could use another of its quality.

Whatever they do with this new 2hour, it should be good out of the box, many of the new 2hours are, such as Summoner's (aka Chainpact), or Samurai's (aka Perfect Defense Dodge Counter) or Bard's (aka Shattersoul Rock & Roll), even situationally compared to the current powerful 2hours those jobs have.

Demon6324236
08-23-2012, 05:27 PM
Whatever they do with this new 2hour, it should be good out of the box, many of the new 2hours are, such as Summoner's (aka Chainpact), or Samurai's (aka Perfect Defense Dodge Counter) or Bard's (aka Shattersoul Rock & Roll), even situationally compared to the current powerful 2hours those jobs have.SAM's is more Perfect Defense Dodge Impetus but yeah, just sayin~! :D

tyrantsyn
08-24-2012, 12:01 AM
Woah~ cowboy, lets try getting double potency now, along with double duration, and leave some growth room with the merits, SE may take overboard things and ignore them, which that seems a lil... high, even if it would be amazing.
I feel the same way about asking for to much, anything we ask for has to be feasible and within the realm of reason. Most of us who have been a round for a while have a good understanding about how the Dev's think for the most part. So we as a group really need to do all we can to promote this to them in the right way. With Double potency on this ability it becomes a worth wild addition to the RDM arsenal of trick's. With less, it just become's like another piece of gear with a low % increases to potency. And with that I'd rather just have it on another piece of gear.

Also, I'd like to take a paragraph to say that this thread isn't just for the idea's surrounding the Dev's suggested new 2 hour ability for RDM. If you think you have another idea for a RDM 2 hour post here. If you have a different opinion or something more you'd like to see for the 2 hour suggest it. Nothing has really been said about the ability pass what it is. So please take some time add something to the thread or just "like" the idea's that appeal/work for you.

tyrantsyn
08-24-2012, 12:08 AM
Takes me like 20-30 seconds to fully buff myself and that's if I'm casting crap like Aquaveil, Barspells and stuff. Invest in a capped fast cast precast set. Can get off Haste/Temper/Stoneskin/Phalanx/Enspell/Gain-stat/Refresh II/Protect/Shell in like 20 seconds maximum. The new 2hr needs to have a 'Diffusion' effect where all of our enhancing become AoE as well.
You sir are some kind of sorcerer

There's no way one could fire off that many buff's that quick with out chain spell.

Sunrider
08-24-2012, 02:44 AM
I feel the same way about asking for to much, anything we ask for has to be feasible and within the realm of reason. Most of us who have been a round for a while have a good understanding about how the Dev's think for the most part. So we as a group really need to do all we can to promote this to them in the right way. With Double potency on this ability it becomes a worth wild addition to the RDM arsenal of trick's. With less, it just become's like another piece of gear with a low % increases to potency. And with that I'd rather just have it on another piece of gear. This is the first time the dev team has openly admitted that maybe they don't have any ideas and are actually open to suggestions.

They're going to adjust for the sake of "balance" no matter what we ask them for--it's not our responsibility to adjust our ideas for them, nor do we even owe them that. Trying to is like an abused housewife tiptoeing around to avoid her spouse's tantrums.

Frankly, I don't think a 2-3 minute 2h offering triple potency enhancing spells is at all unreasonable. If you're desperate to justify the merits, they could extend the duration of the 2h from one minute to three minutes, which could turn out well worth the effort. What is unreasonable is the 2h as it currently exists, and the fact that it doesn't even cover all Enhancing magic.

But that said, a simple self-cast version of Soul Voice is certainly not bad either.

tyrantsyn
08-24-2012, 03:17 AM
Trust me, nothing would put a bigger smile on my face than to have access to triple potency enhancing magic for 3 minute's.
That would be a truly awesome 2 hour.

edit: And considering some of the buff's we've seen from atma and atmacite not that far fetch either. But I'd be fine with double if it appeases the balance.

Ophannus
08-24-2012, 03:38 AM
You sir are some kind of sorcerer

There's no way one could fire off that many buff's that quick with out chain spell.

It's called having capped cast speed. I cast stoneskin in about 1.5 seconds(fires off at 12-15% or so) other buffs are nearly instant cast 0.5-1second cast with 85% cast speed reduction.

If you can link me to a program that can record ingame for 1-2 minutes(think fraps is 30s with trial version) I'd show you how fast I can buff lol.

tyrantsyn
08-24-2012, 03:48 AM
LOL, I actually don't. But man that's really fast. I meant no disrespect towards you. I'm actually sitting on a ton of FC and haste Gear. Maybe I should just shut my mouth and try it out :o

Sunrider
08-24-2012, 03:53 AM
It's called having capped cast speed. I cast stoneskin in about 1.5 seconds(fires off at 12-15% or so) other buffs are nearly instant cast 0.5-1second cast with 85% cast speed reduction.

If you can link me to a program that can record ingame for 1-2 minutes(think fraps is 30s with trial version) I'd show you how fast I can buff lol.
I assume you're not sacrificing Stoneskin/Temper/Phalanx/En-spell/Gain potency for casting speed, what're you equipping to maximize both?

Neisan_Quetz
08-24-2012, 04:30 AM
You can buff that fast, but I suffer from lag on some spells for reasons I haven't fixed, and since I don't really use Rdm, can't be bothered to find out why (it's usually refresh).

Tamarsamar
08-24-2012, 04:47 AM
I wouldn't say Chainspell is the best 2hour currently in the game by far (SCH, SMN, BRD, WAR, SAM, MNK and arguably a few others come to mind),

While Tabula Rasa and Astral Flow are "pretty good" on their own merits (I'd even cede that Tabula Rasa is "up there" with Chainspell), I'm guessing that you only mention them because Embrava and Perfect Defense are flavor-of-the-month right now. If so, then by those standards, SMN's new 2-hour is complete garbage (even though it's really anything but). Of course, last time I checked, SCH's new 2-hour is complete garbage regardless, but isn't that partially because it has something to do with enmity?

Soul Voice is really good, but it's only really good for doing one, maybe two things, so it's not quite as flexible as Chainspell.

Mighty Strikes is awesome in concept, but in practice it's only particularly impressive against mobs with stupidly high Defense . . . which Chainspell-nuke also happens to be good against, unless said mobs have stupidly high resistance, too. Also, it's even more single-purpose than Soul Voice above. Kind of a shame that WAR's alternative to this is basically Formless Strikes on a 2-Hour timer, though, since at least Mighty Strikes allows for a couple of unusually powerful Weaponskills . . .

Meikyo Shisui is admittedly the thing my dreams are made of; one day, I'd love to organize a bunch of SAM's doing a single continuously-long SC (with perhaps some other DDs for Fragmentation, if need be) and basically SC-burn some big boss monster to death (fun fact that far too few SAMs are aware of: SCs actually get more powerful the longer they go, though this caps after about 6 WS or so). It does something much more efficiently than Chainspell does, I'll give it that much.

It goes without saying that Hundred Fists is also quite impressive . . . but a Chainspelling RDM basically laughs in the face of a Hundred Fisting MNK (particularly in the face of Spikes), barring a disproportionate difference in level.

You neglect to mention Azure Lore and Trance. Azure Lore is now basically at least Blue Magic Meikyo Shisui, with the option for Magic Bursting. Trance I would almost put on the level of Chainspell for what it can do, but we still have a greater variety of spells than DNC has Dances.

So, out of all 2-hours listed, only Tabula Rasa and maybe Trance come particularly close, with special mention to Astral Flow, Soul Voice, Meikyo Shisui, and Azure Lore. Helping putting Tabula Rasa over the top is the popularity of Embrava. Still, I stand by my point that Chainspell is still one of the best 2-hours, even if not the best 2-hour.


Whatever they do with this new 2hour, it should be good out of the box, many of the new 2hours are,

Woah, wait, what? Have you seen the list of new 2-hours? When it was first revealed, the good ones were the exception (though, SE seems to be slowly going about trying to remedy this). As crappy as RDM's 2-hour is in its current state, at least we aren't WAR, THF, BST, or SCH . . .


Bard's (aka Shattersoul Rock & Roll), even situationally compared to the current powerful 2hours those jobs have.

You actually have no idea how much I wish Bard's new 2-hour was given to Red Mage instead. Much like Fencer, it's pretty much wasted on Bard.

Demon6324236
08-24-2012, 05:19 AM
Using a staff for Enhancing Magic set.
Staff/Fulcio/---/Impatiens
Warlock's+1/Colossus's/Esto/Aptus
Duelist's+2/Duelist's+2/Prolix/---
Esto/Siegel/Portent/Esto+2

This set is the maximum 500 Enhancing Magic/Fast Cast set. Unless there is gear that has not been brought to my attention, the most FC you can have in an Enhancing Magic build without using precast sets, is 66% Fast Cast, which is by no means bad. However due to the extremely high cast speed for the spells if you were to use a precast set, you would likely need 1 macro for each spell using Windower, or use spellcast(never used spellcast so don't know how it works) but in either case, the time for this is to short if to buff fully you have to have the best possible gear for it to work in your favor.

Demon6324236
08-24-2012, 05:25 AM
You actually have no idea how much I wish Bard's new 2-hour was given to Red Mage instead. Much like Fencer, it's pretty much wasted on Bard.

Fencer I will agree with, new 2-hour, no, it can stay Enhancing Magic, BRD can keep what its getting I have no want for that on my RDM.

Neisan_Quetz
08-24-2012, 07:05 AM
Fencer is wasted on either job

It can stay an enhancing based 2 hour but it needs serious buffs before I'd even start to consider using it, current version is worthless

saevel
08-24-2012, 08:40 AM
Needs to last 3 min and have 2x potency and 2x duration to even be remotely useful.

Ophannus
08-24-2012, 12:08 PM
Fencer would be wasted on RDM too since Dual Wield is really where its at. No amount of Fencer would compensate from equipping another sword, and the massive delay reduction from /NIN. The only job that would truly benefit from Fencer would be PLD since they're one of the only DDs that relies on a sword/shield combo and doesn't dual wield.

Demon6324236
08-24-2012, 12:35 PM
True but it would still have its uses at times, not saying amazing uses but still, when I go with my ADL LS and we are farming a few pops while I'm RDM/BLM or RDM/DRK it would be helpful.

ManaKing
08-24-2012, 04:41 PM
Fencer would be wasted on RDM too since Dual Wield is really where its at. No amount of Fencer would compensate from equipping another sword, and the massive delay reduction from /NIN. The only job that would truly benefit from Fencer would be PLD since they're one of the only DDs that relies on a sword/shield combo and doesn't dual wield.

No reasonable amount of Fencer is what you mean to say. If you put enough crit chance and TP bonus on it, I'm sure there would be a point that we would want it. Not realistic for so called balance, but possible.

tyrantsyn
08-24-2012, 11:54 PM
I think we'd all agree that it's was like a kick in the stone's to have a job trait added call fencer and RDM isn't even on it.

What's really funny is that WAR was the first to get it and there best 1 handed weapon is a axe.

Neisan_Quetz
08-25-2012, 12:12 AM
Iaintevenmadaboutit.jpeg

If the bonus was high enough for it to be a viable alternative, I could be angry about it

As it stands would take DW over it any day of the week

CapriciousOne
08-29-2012, 06:58 AM
Well maybe it just me being so traumatized from my Lv75 cap battle with Maat that I gave up and just did it as Thief but why would anybody use this 2hour for anything other than damage give the short amount of time you're give anyway? I mean you still have to select the target if you are using this to buff the entire party/alliance, and as far as buffing yourself why bother wasting it just for that purpose?

I guess you can tell I dont even use my 2hr at this point because the duration is so short compared to the recast timer that it is a waste anyway you cut it. If anything I think all 2hours should just be reduced to 1 hours anyway considering this day and age people play these type of games after work and dont have much time to get stuff done anyway. I also would consider adding a half mp cost for the duration of the effect so more can get cast in that time. Now sure that would put in a place that would make it almost like Manafont but the key word there is "ALMOST." Given that RDM nukes are considerably weaker than a BLM that gets full "Magic Attack Bonuses", seems only reasonable to me to reduce the mp cost to compensate a little better.

Demon6324236
08-29-2012, 01:41 PM
Just to say. Its probably 2-hours, because alot of events are at most 2-hours long, and no event goes over that so far as I know. So these abilities can only be used 1 time basically. Past that, if I had double potency on my RDM buffs for 15~20 Minutes, I would be happy, and use it on a daily basis.

CapriciousOne
08-29-2012, 05:34 PM
Just to say. Its probably 2-hours, because alot of events are at most 2-hours long, and no event goes over that so far as I know. So these abilities can only be used 1 time basically. Past that, if I had double potency on my RDM buffs for 15~20 Minutes, I would be happy, and use it on a daily basis.

I admit I dont do alot of events but I have noticed they do take forever from the friends i know that do them excessively. I am aware they are meant to be used only once but thought being able to use it twice would be nice. I see 2hours more like desperation moves that take alot of energy out of character and takes a long time to be able to do again which is fine. When looking at the average job ability duration and recast times however I feel 2hours is a bit excessive since the average regular job ability at max has a 15min recast, a difference of 8X versus the 4X i'm proposing. Might even speed up events to allow more to be done during the weekdays for those pressed for time and even more so on the weekends but we all now how SPEED ADVERSE SE behaves, at least before Abyssea

Kristal
08-29-2012, 07:24 PM
I admit I dont do alot of events but I have noticed they do take forever from the friends i know that do them excessively. I am aware they are meant to be used only once but thought being able to use it twice would be nice. I see 2hours more like desperation moves that take alot of energy out of character and takes a long time to be able to do again which is fine. When looking at the average job ability duration and recast times however I feel 2hours is a bit excessive since the average regular job ability at max has a 15min recast, a difference of 8X versus the 4X i'm proposing. Might even speed up events during to allow more to be done during the weekdays for those pressed for time and even more so on the weekends but we all now how SPEED ADVERSE SE behaves, at least before Abyssea

Activate and Call Wyvern are 20 minutes. And there are ways to reset two-hour abilities, such as Revitalizers or COR two-hour ability.

CapriciousOne
08-31-2012, 11:37 PM
Activate and Call Wyvern are 20 minutes. And there are ways to reset two-hour abilities, such as Revitalizers or COR two-hour ability. Well what I am talking about though is outside of event based stuff like Besieged where you get revitalizers and correct me if i'm wrong but isnt that COR two hour ability more of a crap shoot like a random CHANCE to reset the two hour. I just never been a fan of random stuff like that 2hour for something so critical as our 2hours. Also I havent been crafting much lately but last time I check you can't make revitalizers for use outside of Besieged but that in itself would be a great addition to alchemy/synergy recipes if it isnt already there

Daniel_Hatcher
09-01-2012, 12:51 AM
2-hours is justified when they 2-hours are crazy OP like Embrava...... but it's certainly doesn't when you have one that slightly increases magic cast for ~1 minute that's far more suited to a low timer, sort of like SCH's Ebullience and Rapture.

tyrantsyn
09-08-2012, 03:18 AM
With the announcement's of time adjustment's and separation of the timer's it now look's like we might be able to use both sp together. At least for the moment, while this idea sounds great for firing off a bunch of beef up spell's quickly I wanna pose the question would you want to do this? It's important that we add feed back on this because up til now a number of us have been pushing for a longer duration period on this SP in order to get maximum use out of it. But if timer can be reduce to 30 minute's on both SP's does it still warrant the longer duration? Would player really want to blow both Sp's timer's in order to mega buff player's for a fight. Or does losing chain spell make it worth it in order to get buff's out to the party fast?

Personally in my opinion I don't want 1 SP reliant in another in order to work correctly, or for the job to meet expectation. I for one still want Encomium to be able to stand on it's own 2 feet with out needing to rely on another JA or SP to make it work.

I know what I'm speaking about is hypothetical, but I'd like to convey to the Dev's that even the community is considering the possibilities of the change. And how it effect's what we have added about it up to this point.

Daniel_Hatcher
09-08-2012, 04:06 AM
I'm curious to know if the Synergy Augments will work on top of the 30 minutes reduction, the gear would have a major use then.

If nothing else, I hope they think about doubling potency all round, it might justify using them both together.

Demon6324236
09-08-2012, 05:20 AM
Honestly we need more time to cast our buffs, however the extra duration on the buffs themselves can be removed if the recast is only 30 min. Admittedly if it were to double duration of buffs, as well as potency, we would have 25 minutes of very powerful buffs, then 5 minutes of being weak, then 25 minutes of playing god again.

tyrantsyn
09-08-2012, 05:38 AM
Honestly we need more time to cast our buffs, however the extra duration on the buffs themselves can be removed if the recast is only 30 min. Admittedly if it were to double duration of buffs, as well as potency, we would have 25 minutes of very powerful buffs, then 5 minutes of being weak, then 25 minutes of playing god again.
Yea that's probably not going to fly. But I was referring to the actually duration of the SP ability. Not actual spell duration. Composer does a good enough job atm. And originally when we were asking for longer duration on the actually spell's we were looking at a 2 hour window. Which made sense for the amount of time before we could re use it. Now it wouldn't be as big. By lessen the recast time of the ability the whole thing's change.

Still I'd like to have access to Encomium for at least 2 to 3 minute's. Even with that timer I don't see a conflict between that and chain spell. All chain spell would do at that point is allow you to rapid fire out buff's. And I'm having a hard time seeing any where that would be helpful or over powering. Chain spell wouldn't match it's duration, and there's really nothing in RDM arsenal that could be use to over power it by spamming.

Edit: but yea the extra duration on spell's can go.

Demon6324236
09-08-2012, 05:40 AM
Right. I was just meaning before everyone was saying we needed double potency & duration of our buffs for it to be worth using. With recent news, that seems to have changed, but the fact we need more time to buff up, has not changed at all, that does need extended.

ManaKing
09-08-2012, 04:17 PM
Chain Spell is for stunning. If you aren't /BLM it's probably not worth using...unless you were just going to sit on it for the next 2 hours anyways.

Encomium will be merited by me and will be used as often as it is up. I doubt they are handing us a baby Embrava for all the other children. I will probably use it selfishly or to target people in my party, since I'm very rarely /SCH. If I'm pretending to be a mage, I'm /BLM for stun.

Using both at the same time seems rather stupid to me because we can cast 4 spells on others natively. And of those spells, only Haste can be cast on others outside of a party.

So in conclusion, Encomium should be given full potency and possibly then some to compensate for our lack of a logical combination of both abilities.

Daniel_Hatcher
09-08-2012, 07:45 PM
Chain Spell is for stunning. If you aren't /BLM it's probably not worth using...unless you were just going to sit on it for the next 2 hours anyways.

Encomium will be merited by me and will be used as often as it is up. I doubt they are handing us a baby Embrava for all the other children. I will probably use it selfishly or to target people in my party, since I'm very rarely /SCH. If I'm pretending to be a mage, I'm /BLM for stun.

Using both at the same time seems rather stupid to me because we can cast 4 spells on others natively. And of those spells, only Haste can be cast on others outside of a party.

So in conclusion, Encomium should be given full potency and possibly then some to compensate for our lack of a logical combination of both abilities.

Except at 30 minutes, possibly lower with Synergy, Chainspell will see more use. I was also unable to cast all my own self buffs in the allotted time of the two-hour so not even including others it doesn't work.

ManaKing
09-09-2012, 03:20 AM
Did you have a full Fast Cast set on?

saevel
09-09-2012, 04:18 AM
Right. I was just meaning before everyone was saying we needed double potency & duration of our buffs for it to be worth using. With recent news, that seems to have changed, but the fact we need more time to buff up, has not changed at all, that does need extended.

Yes if the new "SA" is on a 30min timer then extra duration isn't needed. Still needs double potency and a 3min duration to actually be useful.

Daniel_Hatcher
09-09-2012, 04:54 AM
Did you have a full Fast Cast set on?

Yes, Precast then Potency...

tyrantsyn
11-16-2012, 05:38 AM
Red mage
The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)


As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
The ability will have no effect on monsters that have immunity.
Effect will wear off after 60 seconds or once an enfeeble spell lands.


This makes a 100% accurate enfeebling spell. While it is not something that can be used frequently, by selecting the situations to use it, you will be able to greatly impair and neutralize monsters.


Okay........ So now we have this. And I really don't know what to make of it. I thought the enhancing boost thing was decent enough. From what I pick up on the Jp side of thing's they look at it as a very decent solo ability. And had about the same issue's as we did with duration.

It's perplexing to me that they basically gave us a Elemental seal on a SP timer. I guess if the effect's are really strong it would be worth wild. But off the break they basically stick a knife in it with resistance. I guess it remains to be seen. But Off the break I'm sure that a lot of people aren't going to be real happy about the change.

Demon6324236
11-16-2012, 05:54 AM
I'm sure that a lot of people aren't going to be real happy about the change.Allow me to share my responce.

Tell them we want our +50% Duration & Potency on Enhancing Magic with a 3 Minute duration. This is a complete failure of any trust or faith I had in going a new direction. You have givin us something worse than the **** we had last time. Look at SAM, that was good, you made it better, look at SMN, that was good, you made it better, look at RDM, it was a pile of ****, and you replaced it with a worse smelling pile of ****! The original idea was good, heart in the right place, potency was to weak, needed buffed like some others and it would have been fine! Instead, you replaced it with this, daily things on this forum told to us by the devs make me go WTF, but this is just another time you make me want to quit because your giving RDM the shaft. As pointed out by others before this post, this is simply a glorified downgrade from Elemental Seal.

tyrantsyn
11-16-2012, 06:20 AM
Yea I saw that.

I'm just kind of confused about the change. The other SP was pretty well received. And everyone was pretty much on the same page on how to balance it out. Which is a change from the norm. Hell even on the JP side they didn't seem to have any issues with it pass duration like us. Odd they'd swap it out for this.

ManaKing
11-16-2012, 08:21 AM
I have this ability called Saboteur.........

saevel
11-16-2012, 08:48 AM
Yeah they gave us a gimpy Elemental Seal on a 60m timer.

Sunrider
11-16-2012, 09:17 AM
I've been plenty frustrated with S-E, but this is the very first time I've been genuinely angry with them.

How do they take a weak idea that needed improving, that everyone was telling them exactly how to improve, and come back with something identical to BLM's level 15 JA, only worse?

sweetidealism
11-16-2012, 09:59 AM
I think everyone is in agreement that this proposed ability is too weak to be on a one hour cooldown. However, the ability itself would be a very welcome addition to Red Mage's arsenal if it were instead on a 10 minute cooldown similar to Elemental Seal.

Let's say that I'm RDM/BLM. If that new ability were on a 10 minute cooldown instead, I could use Saboteur every time it is available and no longer have to worry about wasting it on a resist, since I would be able to alternate using it alongside this new ability and Elemental Seal. Although, on that note, I feel that Saboteur should not wear off unless an enfeebling spell is successfully unresisted or one minute elapses, similar to this new ability.

I would much rather have a bonus to all enhancing magic than have a bonus to a single enfeebling spell that is, at worst, half-resisted. That said, I would love to have both!

Demon6324236
11-16-2012, 10:03 AM
This could have just been added to Saboteur at that rate, which I would welcome, but as a SP ability? Hell no!

Mefuki
11-16-2012, 10:10 AM
Alrighty then, so how should they go about fixing this? What are some practical steps they could take?

Demon6324236
11-16-2012, 10:13 AM
Same ones we outlined in the tons of posts RDMs gave them telling them how the old one was fine, it just needed alot more potency and perhaps a duration boost.

Hashmalum
11-16-2012, 11:22 AM
Alrighty then, so how should they go about fixing this? What are some practical steps they could take?Give us some enfeebles that are worth a damn on endgame content. And then make the SP ignore immunity.

Mefuki
11-16-2012, 11:56 AM
Both excellent suggestions. I wish there was a way to summon our reps to certain topics. It'd be nice if Camate translated our more specific responses, the kind of feedback the devs seem to want.

Kristal
11-16-2012, 06:11 PM
"Special" according to the Urban Dictionary (http://www.urbandictionary.com/define.php?term=special)

* good special: unique, extraordinary
* bad special: mentally not all together intact

The devs are such jokers...

Thank Altana it's only on the test server... PUP's SP is bad enough, but RDM's SP2 V2 is an utter joke...

Sunrider
11-16-2012, 10:04 PM
Alrighty then, so how should they go about fixing this? What are some practical steps they could take?
They go about fixing this by scrapping this abortion of an idea and going back to the drawing board.

Take the previous SP ability idea, and apply 2x potency and 2x duration, like we kept telling them to.

saevel
11-16-2012, 10:12 PM
Take the previous SP ability idea, and apply 2x potency and 2x duration, like we kept telling them to.

We've been saying this over and over again. Where the F*CK did they get this sh!tty idea of a 10m JA from? Seriously even the JP's are insanely pissed right now.

Kitkat
11-16-2012, 10:24 PM
I've already pointed out my response (which honestly at this point I believe is the truth; they are on drugs), but I share the same consensus about this ability. If we really wanted, let alone needed, something of this venue we could simply sub blm and get elemental seal since it does the same damn thing this ability does but is on a 10 min timer.

Let's take a moment to look at rdm enfeebling, and better yet available gear options:
Lvl99 cap: 424
Merit cap: 16
Total base: 440

Head:
Duelist's chapeau +2
DEF:31 HP+20 MP+20 MND+5 Enfeebling magic skill +18 Adds "Refresh" effect
or
Estoqueur's Chappel +2
DEF:31 MP+40 INT+8 MND+8 Magic Accuracy+7 Magic Atk. Bonus+7 Enfeebling magic casting time -12% Set: Augments "Composure"

Hands:
Estoqueur's gantherots +2
DEF:22 MND+6 Magic Accuracy+7 Enfeebling magic skill +15 Enhances "Saboteur" effect Set: Augments "Composure"

Body:
Estoqueur's sayon +2
DEF:52 INT+12 MND+12 Magic Accuracy+10 Adds "Refresh" effect Enhances enfeebling magic effect Set: Augments "Composure"

Legs:
Hidalgo Slops Rare
DEF:44 MND+7 CHR+7 Enfeebling magic skill +10 Singing skill +5 Haste+2%
Or
Sweven Slacks +1
DEF:41 INT+8 MND+8 Magic Accuracy+7 Magic critical hit rate +1%
LV 96 WHM BLM RDM BRD SMN PUP SCH
Or
Menhit Slacks
DEF:36 Magic Accuracy+7 Enfeebling magic skill +5 Enmity-6 MP recovered while healing +5

Feet:
Nares Clogs
DEF:20 HP+3% MP+3% MND+8 CHR+8
Magic Accuracy+7
"Magic Attack Bonus"+7

Main weapon:
Chatoyant staff
DMG:45 Delay:356 STR+5 DEX+5 VIT+5 AGI+5 INT+5 MND+5 CHR+5 All elemental resistances +20 "Cure" potency +10% MP recovered while healing +10 "Iridescence"
Hidden:
All elements: Magic Potency +15%
All elements: Magic Accuracy +30
All elements: Avatar and spirit perpetuation cost -3

I don't know about SE, but it seems pretty apparent to me that the last thing any RDM needs is something to ensure 100% Macc on a spell that is governed by a Skill they have A+ skill, upwards of +30 skill more from gear and easily another +30 or more Macc on top of it to ensure a spell lands. What in gods name are the developers thinking with this two hour?!? If I want Elemental Seal I'll sub /blm and call it a day, if I want a two hour I want something that will be worth a 30min~1hour timer reset and dramatically improves an aspect of my job while in effect. At least with Chainspell I know I can toss spells out faster than any other job could dream of for ~60 seconds or until my MP runs out....With this new SP....I don't know wtf to do with this when I don't need it to begin with.

Even looking at it from the aspect of stacking nothing but int/mnd to increase potency to cap...this ability last for 1 damn spell. Totally not worth the brain cell it killed to produce in the first place.

Kristal
11-16-2012, 10:55 PM
I don't know about SE, but it seems pretty apparent to me that the last thing any RDM needs is something to ensure 100% Macc on a spell that is governed by a Skill they have A+ skill, upwards of +30 skill more from gear and easily another +30 or more Macc on top of it to ensure a spell lands.

Don't forget they added Immunobreak recently for stuff that still resists, and that most enfeebles of worth still won't land on an IMMUNE target.

An ability that makes enfeebles 100% unresistable.. unless 100% resisted... garbage.

Kitkat
11-16-2012, 11:45 PM
Immunobreak system is trash too as far as I'm concerned. No mob should be 100% immune to something if there is a system called "immunobreak" that lowers their resistance. They would have been better off giving rdm a passive trait that allows them to surpass enhanced immunity based on elemental resistance rather than adding this system since it still doesn't alter the fact you can just bring a whm or blm to toss out those same spells to initiate immunobreak (and honestly how many actually go as far as to do this, I've yet to see anyone working immunobreak on anything).

They would have been better off calling it "Resistobreak" since it doesn't break immunity, it breaks down the mobs resistance. Big difference between Resistance and Immunity. One dictates that it may be hard to land, but will eventually land where as the other dictates that nothing you do will change the outcome. I remember there being content where a rdm could not only land, but could have higher potency than other mages and people actually cared about that. Now you have content where tossing out enfeebles in most cases is an absolute waste of time if not pointless cause it'll be resisted anyway.

Hashmalum
11-17-2012, 03:26 AM
It also occurs to me that if we're going to get an enfeebling-oriented SP, it should also let the spell overwrite any existing status on the monster. I'd hate to go and use this piece of crap to try and proc Slow or something on a Voidwatch mob, only to have it have no effect because the BLU was trying to proc an earth weakness or whatever.

But really, the overriding immunities is not optional for an ability like this. Seriously, do they think it will break the game in half if we can (shock! horror!) prevent one of their precious monsters from casting a couple of spells once per event? Oh no, a Legion mob lost a handful of attack rounds! Call the WAAAAAHmbulance!

Kitkat
11-17-2012, 03:45 AM
So, according to the JP Community rep Oriole (click for link to post) (http://forum.square-enix.com/ffxi/threads/28267-%E6%96%B0SP%E3%82%A2%E3%83%93%E3%83%AA%E3%83%86%E3%82%A3%E3%81%AE%E8%A6%8B%E7%9B%B4%E3%81%97%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?p=379127#post379127) which was translated by Slycer over at BG (http://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts?p=5479411&viewfull=1#post5479411) this is still a crappy SP, but they apparently have a master plan behind it:


Regarding the New RDM SP Ability

Thanks for your feedback. I'm going to respond to some of your opinions about the new RDM SP ability.


Leviathan.Niuuu (JP Player, pix) said: »
My only thoughts are on the RDM SP ability. Seriously, just one spell? It's like a crappy version of Elemental Seal. Enfeebling magic is weak as it is...maybe either allow for more casts in a shorter duration, or potentially to allow the spell to ignore monster immunity.

Elemental Seal significantly increases magic hit rate, so it can still potentially be impacted by a very highly resistant monster. In the majority of situations where it is difficult to stick an enfeeble, it is because the monster is very highly resistant. In order to be able to stick the spell and ignore the resistance (bypassing Immunobreak), the new RDM SP ability can be used to give the debuff reliably.

As far as immunity goes, we are planning on tuning each monster individually and getting rid of immunity as much as possible. In Voidwatch, Legion, and the Limbus/Einherjar high level expansions, immunities have already been reduced to almost none. We will continue to perform these adjustments to other monsters as well as in all new content.

Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability. We'd be grateful if you'd test out this ability first and then let us know how you feel about it. {{This just in: Stun has a recast timer unless you use Chainspell}}

Also, about your opinion that the effects of enfeebling magic are too weak in the first place, we also want to give enfeebling magic a more noticeable effect and we would like to tackle this in the future as a separate issue.


Phoenix.Ploplo (JP Player) said: »
About the RDM SP ability - will it wear off if the target has total immunity to a spell you cast? That would be kinda dumb, although I guess it can be used to check if a target is immune first.

When an enfeebling spell is resisted completely, the effect will not be lost and will be carried over to the next enfeebling spell. By the way, if a monster is fully resistant to something, the log will have a message that says the target "completely resists" the effect, so you can check this first.

Hashmalum
11-17-2012, 04:05 AM
Elemental Seal significantly increases magic hit rate, so it can still potentially be impacted by a very highly resistant monster. In the majority of situations where it is difficult to stick an enfeeble, it is because the monster is very highly resistant. In order to be able to stick the spell and ignore the resistance (bypassing Immunobreak), the new RDM SP ability can be used to give the debuff reliably.Yes, it can do that. And you know what else can do that even better? Elemental Seal, which doesn't make you wait an hour between uses and has other uses as well. It's not even as if you have to horribly gimp yourself by subbing Puppetmaster or something you'd normally never use, /BLM is a perfectly reasonable RDM subjob.


As far as immunity goes, we are planning on tuning each monster individually and getting rid of immunity as much as possible. In Voidwatch, Legion, and the Limbus/Einherjar high level expansions, immunities have already been reduced to almost none. We will continue to perform these adjustments to other monsters as well as in all new content.

Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability. We'd be grateful if you'd test out this ability first and then let us know how you feel about it.

Also, about your opinion that the effects of enfeebling magic are too weak in the first place, we also want to give enfeebling magic a more noticeable effect and we would like to tackle this in the future as a separate issue.In other words, "Trust us, we promise it will be good later." {Thanks for the offer, but I'll have to pass.} Why? "Promises, promises; lies, lies." They also promised us new avatars (result two years later: a video a decent .DAT hacker could put to shame), the ability to create our own dungeon (result: MMM), addressing the issue where content needs Embrava and/or Perfect Defense (result: -10% HP on a handful of mobs with offense being untouched), Charmna (result: nothing), an enmity fix (result: nothing), Pet: +Treasure Hunter gear (result: less than nothing as they denied ever making the promise), etc, etc. There is no trust in the dev team remaining on our part; they threw it all away, pissed it all down the drain. They need to make this ability into something other than a bad joke now, not whenever the hell they think they are going to be sorry about all the promises they broke.

tyrantsyn
11-17-2012, 04:13 AM
Thanx Kitkat, appreciate the post.

Question is, is there one spell that would be worth it?

Erikwyld
11-17-2012, 04:26 AM
Played with the new JA a little this morning.

I was able to land an enfeeble (Paralyze II) on a mob (Flame Skimmer in Abyssea - Mis) that was "completely resists the spell" using the new JA.

Right now the JA seems to have no recast timer on the test server, but I can tell you this ability is barely worth 10 minutes, nevermind an hour or more. Even turning around and stacking Paralyze II with Saboteur was unimpressive, especially considering I had to burn two timers to do it.

Kitkat
11-17-2012, 04:39 AM
The part I found especially entertaining was:


Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability. We'd be grateful if you'd test out this ability first and then let us know how you feel about it. {{This just in: Stun has a recast timer unless you use Chainspell}}

Correct me if I'm wrong (and I know I'm not) but stun is Dark magic where this new SP only affects Enfeebling Magic meaning it has absolutely no effect on stun accuracy. I thought a requirement of being a community rep was that you actually played the game? At least it was last I looked at the application process....or at the least understood the mechanics. This means if it had a duration only (independent of how many enfeebling spells cast while active) it wouldn't do jack diddly to Stun or anything else for that fact that wasn't reliant on Enfeebling skill.

Hashmalum
11-17-2012, 04:55 AM
Correct me if I'm wrong (and I know I'm not) but stun is Dark magic where this new SP only affects Enfeebling Magic meaning it has absolutely no effect on stun accuracy. I thought a requirement of being a community rep was that you actually played the game?Ah, but this is a translated statement from the dev team, and unfortunately, there is no such requirement for them--although there should be!

Demon6324236
11-17-2012, 04:58 AM
The part I found especially entertaining was:



Correct me if I'm wrong (and I know I'm not) but stun is Dark magic where this new SP only affects Enfeebling Magic meaning it has absolutely no effect on stun accuracy. I thought a requirement of being a community rep was that you actually played the game? At least it was last I looked at the application process....or at the least understood the mechanics. This means if it had a duration only (independent of how many enfeebling spells cast while active) it wouldn't do jack diddly to Stun or anything else for that fact that wasn't reliant on Enfeebling skill.Good catch, didn't think of that myself even... then again I suppose thats even more proof the people who are making this game have no idea what the hell they are doing, cant even understand why an ability sucks, or the fact it couldn't be used in a way they claim, pathetic.

Lilia
11-17-2012, 02:15 PM
Thanx Kitkat, appreciate the post.

Question is, is there one spell that would be worth it?

RDMs+BLMs kite/nuke alli for ADL^^

or wait 4+ min. "SLEEP" for recover after wipe

and the next Ja for Rdm is Divine Seal with 2h timer.....

Mefuki
11-17-2012, 02:40 PM
Possible solutions;

Increasing the number of enfeebles available to RDM. Such as:

-An Addle-type enfeeble for readying TP moves.

-An Inhibit TP enfeeble.

-Plague.

-Magic Attack/Defense Down versions of Dia and Bio, functioning the same way as them (e.i. they overwrite each other).

-Impact.

- Light elemental nuke like Ultima, damage based on the total of all your magic skills.

These base ideas courtesy of Vriska of Bahamut.

From Damane of Pheonix:


I dont know, RDMs new SP looks terrible. They should have added a reversed embrava version as a debuff for RDMs new SP to hour.

a Spell you get access to only during the SP (60 sec time to cast the spell) that does the follwoing for 5 min on 1 mob only, during the debuff is on:

Spell "blabla":
- gives a potent -Regain debuff on the mob
- negates any natural regen buff a mob has
- lowers its attack and casting speed by 30%
- fully dispells any buffs a mob has up when the spell lands
- prevents for the 5 min duration the mob to gain any debuffs from a spell/ability.
- lowers monsters m.acc+mab and attack, defense (the attack/def down is not overwriten if you cast bio/dia, but stacks with it.)

to make it a bit less braindead:
the spell caps at 600 enfeebling magic skill. The enfeeblign magic skill determins the potency of the: -Regain, slow, m.acc mab down, attack and defense down the mob will get.
The spell can not be resisted.
the spell can be made AoE with manifestation to hit multiple targets
monsters with self healign skills/moves can not remove the debuff.

dont understand me wrong, I dont want an OP spell. But if balanced correctly, such a spell could have some uses on some/alot of mobs and zerg situations. for example to prevent curse spikes on the new KBs in Legion for example etc.



That's not even getting into talks about Brave, Faith, higher tiers of Dia and Bio, making appropriate adjustments to this new SP2 and, of course, the suggestions we offered to fix the old SP2. All of which can be found and have be expounded upon on this forum (both the RDM specific one and the "2-hour" topic) and others like it.

We try to roll with the punches when stuff that seems to be out of order (or out of left field) gets introduced. It gets very trying though when you refuse to see reason and drag your feet on issues you should easily be able to comprehend. What I'm trying to say is if you, devs, think we're just being difficult and just saying, "It's bad. Do it again.", you're mistaken. The one thing you can't say about your playerbase is that they're an unhelpful bunch that don't offer any real solutions but just say no to everything. You want ideas for how to fix things, you got them.

But now I'm beginning to wonder...


First of all, regarding your feedback that we are using the forums to negotiate updates, this just isn't true. Since the changes we proposed are the result of numerous and repeated studies, we reference the feedback here only to make the proposed adjustments better. If there is a plan to compromise from the beginning, we will let you know from the start.

if you'll do anything with them...

Hashmalum
11-18-2012, 12:10 AM
Played with the new JA a little this morning.

I was able to land an enfeeble (Paralyze II) on a mob (Flame Skimmer in Abyssea - Mis) that was "completely resists the spell" using the new JA.

Right now the JA seems to have no recast timer on the test server, but I can tell you this ability is barely worth 10 minutes, nevermind an hour or more. Even turning around and stacking Paralyze II with Saboteur was unimpressive, especially considering I had to burn two timers to do it.Given that "completely resists" is immunity, and the initial dev post on the new RDM SP explicitly stated that immunity is still immunity, I'm assuming this is a bug.

Mageoholic
11-18-2012, 12:29 AM
Garbage ability, for garbage spells. Whatever happened to the Enhancing Magic buff (like soul voice) now that is worthy of being used as a 2hour. SE why you no like RDM?

tyrantsyn
11-18-2012, 04:08 AM
Garbage ability, for garbage spells. Whatever happened to the Enhancing Magic buff (like soul voice) now that is worthy of being used as a 2hour. SE why you no like RDM?
I have a theory on that. Remember when the Dev's ask if we'd like the cap to go to 99 or 100. And most of the NA player base went off the 100 cap to gain access to some extra JA and spells. Which in turn the Dev's came back and said no because that wasn't the intent they were looking for. Well that could apply here as well. As the SP original intent might have been to give RDM an edge in survival with enhanced buff's. And by the time it got to us, we were all looking at the bigger picture of using it via accession to transfer stronger buffs to party members. Which in turn was something they didn't intend, so they decide to trash it for the one hit wonder enfeeble.

Now that's just a theory, but if you look at the history it makes sense. No one said it was a horrible idea, it just needed buffing to make it worth wild. Honestly I would have rather taken it as is than have the new one. I want enfeebling to work correctly before I have to blow a special timer just to guarantee landing it.

Demon6324236
11-18-2012, 04:22 AM
Difference is we couldn't really Accession many buffs like that, Pro, Shell, Phalanx, Stoneskin, Blink, and thats about it. Anything else is self target or non-Accessionable like Haste, Temper, Gain-everything, and so on.

tyrantsyn
11-18-2012, 05:44 AM
True, but look at a spell like paralyze. The Dev's had treated that like a over powering spell that can make a fight lopsided in the player's favor......... It's paralyze, can you ever remember a time some one said thank god we had paralyze on that thing. It made it so much easier to beat?

Being the case, I'm sure they'd frown upon a super beef up phalanx in the same way. The thing is if they design mob's around an ideal damage which would make call for a buff like this to help a group to survive content. It would add greatly to the strategy of the combat. I would see it no different than content like VW where you constantly spam temp items to survive the fight. Except it would be more of a 1 shot deal.

Demon6324236
11-18-2012, 05:53 AM
Phalanx does not work in a way though that could be used in such a way. Phalanx becomes worthless on higher end content. Sure on lower powered mobs its amazing, it can completely null somethings damage, but even at double potency, which is -72 I believe is still nothing on current content where mobs hit for hundreds upon hundreds. Unless the damage a mob deals is 8 hits for 100 each, then yes Phalanx would be amazing, but few mobs have that kind of damage separation between hits so it really does not have that kinda effect.

Mageoholic
11-18-2012, 06:13 AM
I have a theory on that. Remember when the Dev's ask if we'd like the cap to go to 99 or 100. And most of the NA player base went off the 100 cap to gain access to some extra JA and spells. Which in turn the Dev's came back and said no because that wasn't the intent they were looking for. Well that could apply here as well. As the SP original intent might have been to give RDM an edge in survival with enhanced buff's. And by the time it got to us, we were all looking at the bigger picture of using it via accession to transfer stronger buffs to party members. Which in turn was something they didn't intend, so they decide to trash it for the one hit wonder enfeeble.

Now that's just a theory, but if you look at the history it makes sense. No one said it was a horrible idea, it just needed buffing to make it worth wild. Honestly I would have rather taken it as is than have the new one. I want enfeebling to work correctly before I have to blow a special timer just to guarantee landing it.

It is a theory that is somewhat on the right track. But its not really about the job and its abilities/spells. It is about the base mechanics of those spells. Its the fact haste from a RDM shares the same value of /RDM, Its about Slow I and Slow II being really indifferent in terms of value, with slow I actually being better in terms of effect/cost (by over 2 times! 1.9 vs .82!) It is about the fact that despite its skill RDM has just as good a chance to enfeeble as a WHM a BLM or a SCH...for the same effect (unless you really think .4 seconds is worth 5 merits into slow II). Back at 75 RDM was really the only job capable of landing full effect spells, SCH could come close.

To remedy some things SE did the following.
Refresh is the same subbed...add Refresh II
Oh Slow I is the same across the board (Slow II sucks..) lets add a JA so RDM's can land 1 enfeeble every 5 minutes for increased potency! (if it lands at all.)

But this isn't new, they added the EnII spell line after they made enspells maintain casted values despite gear, making SCH the king of the enspell.

Now they want to add haste II because /RDM can cast a spell just as strong as RDM/!

It is out of control really, you can not just keep piling crap onto crap. The reason the gap exists is because SE has left the caps on from level 75. We are level 99 classes playing by level 75 rules. There should be no reason that I can provide the same benefits of my RDM, by going BRD/RDM. Actually more if you think about it because hey I am a BRD too.

As BRD/RDM I can.
Cap Haste!
Provide more refresh!
Land Enfeebling Procs because so much MACC gear for the same Cap as my RDM! (slow beats slow 2 in terms of effective value.)
Land BRD Procs

Essentially anything of value my RDM offers my BRD/RDM can do, and more.

This is a mechanics problem, not a job problem. SE needs to make enfeebling skill directly affect the % value of effectiveness, RDM needs to be able to exceed these % based caps. When dMND (and similar values) was hard to achieve and maintain land rate this approach worked...now any job with access to casting gear is as accurate and as potent as the next. Enfeebling skill must play a factor in the equation determining a % value increase. Enhancing needs to do this as well.

This is how you fix RDM, and these abilities and spells you keep adding on the base mechanics is nothing short of pandering. As long as a BRD/RDM can offer all it does, RDM will not be required based on the current state of enfeebling and enhancing magic mechanics.

SpankWustler
11-18-2012, 12:27 PM
I think one possibility is that the Development Bros will go back to the drawing board again and come back with something even worse than this 60 minute incarnation of Elemental Seal, after noting the roughly one trillion complaints produced over two days.

What could anyone possibly come up with that is worse than this, I wonder?

Hashmalum
11-18-2012, 02:30 PM
I think one possibility is that the Development Bros will go back to the drawing board again and come back with something even worse than this 60 minute incarnation of Elemental Seal, after noting the roughly one trillion complaints produced over two days.

What could anyone possibly come up with that is worse than this, I wonder?Ok, I'll bite. Meconium affected our enhancing (and thus indirectly, our melee); the nameless turd affects our enfeebling; therefore, Red Mage SP33 1/3: The Final Insult will be a healing ability. In keeping with the "crib abilities belonging to other jobs, only worse" theme honed by Imminent Strikes and the nameless turd, it will be a low-rent version of Benediction that restores fewer HP and cures only status anomalies for which -na spells exist. In keeping with the "pointless sacrifice" theme established by such timeless gems of SP ability design like Mijin Gakure and the chocoburger, it will require the RDM to die and home point without a raise for full XP loss.

ManaKing
11-18-2012, 06:04 PM
Phalanx does not work in a way though that could be used in such a way. Phalanx becomes worthless on higher end content. Sure on lower powered mobs its amazing, it can completely null somethings damage, but even at double potency, which is -72 I believe is still nothing on current content where mobs hit for hundreds upon hundreds. Unless the damage a mob deals is 8 hits for 100 each, then yes Phalanx would be amazing, but few mobs have that kind of damage separation between hits so it really does not have that kinda effect.

RELEASE THE KRACKENS!!!
That's about it. RDM>Squids wooo

Erikwyld
11-19-2012, 04:44 AM
Given that "completely resists" is immunity, and the initial dev post on the new RDM SP explicitly stated that immunity is still immunity, I'm assuming this is a bug.

It probably is a bug, but it takes the ability for "completely worthless" to "would be useful with a lower reuse timer". Having RDMs being able to land debuffs that no one else can would be a nice addition if it wasn't on a 1 hour timer.

Luvbunny
11-20-2012, 01:38 AM
This new two hours should let RDMs access spells that are only available exclusively during the 2 hours. Similar how Blu has Unbridled Learning. This way, you can enfeeble mob with new spells, and with high potency, and it should land. I still do not understand the mentality of the developers. If they do not want us to use zerg strategy, they should let us use other ways. Enfeebling the NMs to death is never the ultimate strategy to win, well, except stun locking the mob - which we should never mentioned in the main thread. The thing is, every time we find a tried and true methods that works nicely, they end up being a total d@#$k and "adjust" it for the sake of BS balance to make sure we cannot win.

Thore
11-20-2012, 02:30 AM
I think one possibility is that the Development Bros will go back to the drawing board again and come back with something even worse than this 60 minute incarnation of Elemental Seal, after noting the roughly one trillion complaints produced over two days.

What could anyone possibly come up with that is worse than this, I wonder?

The new-new-new 2hr will be UltiEnSpell - 30 seconds of random enspell effect (i.e. each hit is a random type, like 1st would be fire, then stone, then water ect.) doing 30ish dmg a hit. Works with main hand only, and doesn't apply with double/triple attack.

tyrantsyn
11-20-2012, 02:50 AM
The new-new-new 2hr will be UltiEnSpell - 30 seconds of random enspell effect (i.e. each hit is a random type, like 1st would be fire, then stone, then water ect.) doing 30ish dmg a hit. Works with main hand only, and doesn't apply with double/triple attack.
Just stop it, there doing fine on there own with out us adding to the bad idea's.

tyrantsyn
11-20-2012, 02:59 AM
This new two hours should let RDMs access spells that are only available exclusively during the 2 hours. Similar how Blu has Unbridled Learning. This way, you can enfeeble mob with new spells, and with high potency, and it should land. I still do not understand the mentality of the developers. If they do not want us to use zerg strategy, they should let us use other ways. Enfeebling the NMs to death is never the ultimate strategy to win, well, except stun locking the mob - which we should never mentioned in the main thread. The thing is, every time we find a tried and true methods that works nicely, they end up being a total d@#$k and "adjust" it for the sake of BS balance to make sure we cannot win.
Personally I don't like having thing's with such a limited access. But if it was the only way they'd allow us to have access to something like amnesia, toad, death/doom, plague, terror, confusion. I guess I could learn to live with it. Of course getting these spells under that condition would mean making content to go hand and hand with it. And balancing the content with the spells in mind.

Hashmalum
11-20-2012, 03:23 AM
Well, sure enough, landing spells on immune monsters was confirmed to be a bug: http://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts?p=5482810&viewfull=1#post5482810

With their usual misplaced priorities, the dev team is of course working to "fix" this, thus making the most hated ability in the game even more useless. Oh, and they apologized for it not being completely useless to begin with, much like how they apologized for sambas working on pets. Thanks guys, we knew you cared.

saevel
11-20-2012, 11:27 PM
Personally I don't like having thing's with such a limited access. But if it was the only way they'd allow us to have access to something like amnesia, toad, death/doom, plague, terror, confusion. I guess I could learn to live with it. Of course getting these spells under that condition would mean making content to go hand and hand with it. And balancing the content with the spells in mind.

And then they make every NM immune to those, and laugh ... really laugh a loong loong time. A job already has a death/doom move, BLU's Mortal Ray. Stupid long cast time and gives the monster a 60s doom effect. Except it has a major magic accuracy penalty and if it's resisted on the initial cast then it'll wear off at 30s.

tyrantsyn
11-21-2012, 04:25 AM
Look I know it's a waste to mention those spells for the millionth time. No matter how we pitch it too them and try and convey an idea of balance to go hand in hand with it. There's never a response and we all know the idea's are going no where. But I guy can still dream. And unlike a lot of people on here I don't post/read here a lot so I don't loose my mind and fly off into Nerd rage every time they do something dum.

Mageoholic
11-21-2012, 01:21 PM
Its a waste to mention spells and abilities at all when the mechanics of the magic school are broken to begin with. You can call crap whatever you want, at the end of the day it is still crap. They need to let RDM break the caps of level 75, and need to allow enfeebling magic to scale potency, that way RDM at the day is the best...and not the job that just needs to wear less MACC gear. Pretty well any job can cap potency on enfeebles, and pretty well any job can stack enough MACC to land enfeebles.

^ Fix that, then you have a foundation to add more spells, and abilities. (same applies to enhancing.)

(*by any job i mean WHM/BLM/SCH/BRD/SMN/COR/BLU primarily)

tyrantsyn
12-02-2012, 04:29 AM
I would like to make a request here to the Development department for some feed back.

Why was the original Enhancing boost SP trashed when it was well received and liked? And are we really going to get stuck with the new enfeebling one even tho no one seem's to care for it?

Rooj
12-05-2012, 04:29 AM
Idea for RDM SP ability...
Duration: 60 seconds
Effect: Multiply the duration of any enhancing magic spell you cast (regardless of target) by x10, and allow those buffs to persist through death AND dispel. (if this SP ability is merited, the duration bonus could start at 5 and become 10 with 5/5 merits)
Reasoning: Enfeebling Magic has become much less useful than it used to be. It has been a low priority for several years now and the future of Enfeebling Magic looks bleak. So we change focus towards Enhancing Magic. However, to go along with this change I believe there should be some changes to some of our spells. Gain-Stat spells, Temper, Bar-spells, En-spells, and Spike spells should be castable on other players - if you want to keep Accession from working with these spells, that's fine (I'm sure it would be that way anyway).

At first glance the duration might seem like too much of a stretch. This would cause ~40 minute Hastes/Refreshes/Temper/Spikes etc., but this would be a good thing for RDM. It situations in which we use this ability, we could spend more time healing/nuking/meleeing/proccing/doing whatever instead of messing with buffs so much. I know for myself personally, sometimes it can be rough being the only healer in a group in VoidWatch, with only Cure 4, managing Hastes and Refreshes while trying to get both hints and procs, not to mention throwing Accession+Barspells/Stoneskin in certain situations. RDM can do so many things, this is always the obstacle of a jack-of-all-trades class.

Edited to add "persist through death AND dispel."