The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
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The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
Seriously?
The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind. Back when Red Mage was made in the 80s it filled quite a few roles quite well and this continued in multiple games. Now you're lucky to play like the original Red Mage that was created back then.
I am going to make one thing very clear: This ability is a complete JOKE. Compared to the other abilities this one doesn't even suit the game anymore. I get that square enix gave up on giving this game any real job balance at all so they just decided to make everyone overpowered so no one cared anymore. Whatever, that's what the game turned into. It requires 75% less skill then pre-abyssea FFXI.
It seems like SE is purposely trying to kill Red Mage as a whole I no longer see very much going in the direction of helping the job out. When you compare it to the other jobs RDM continues to get the shaft time and time again.
Now I am a RDM fan, I love the job but its no longer worth playing. I stopped playing RDM in most situations because it has lost almost, if not ALL of its thunder that it had back when level 75 was the cap.
Hows about an ability that expands how RDM can be played, Or maybe an ability that makes RDM able to contribute more to the group then cures enfeebs and maybe the occasional nuke.
Most of us could come up with a better RDM ability on the toilet.
One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake. He ran FFXI for so long and never once tried to balance the game, or improve it to what the players wanted.
Its time to listen to the community not shrug it off as nothing. Remember we are paying you. If you want to keep some of the people here that quit to play FFXIV then maybe you need to listen to the community for once.
Am I the only one thinking these new 2hrs are starting to be a lost cause?
They've had to redo them how many times now? And they just keep getting worse and worse with each revision... (for the most part anyway)
we can have a clear picture of what SoA's job's silly abilities will be lol.
I can just imagine Camate explaining his job to somebody after this week.
"One group of crazy guys picks the craziest guy. He tells me something utterly insane. I tell this to an opposing group of crazy people, and it makes them really mad. The craziest person on that side writes me a novella about the efficacy of infanticide using a racist, haunted tank that can not be related back to anything sensible in modern society."
Every once in a while, I wonder if Camate ever does really translate any of Spanky's posts. I just wish I could be in the room watching the devs when they read them.
Since i didn't see ppl talking about new MNK 2hrs, lemme put a point that was overlooked:
When you put double HP it will actually remove the sj restriction of souleater (5% of real HP with double HP = 10% real HP), causing the new "defensive special ability" to actually increase a lot MNK/DRK DPS due the current haste/doublt/triple/quadruple attack overflow. With a proper gear MNKs would beat 5k HP while this effect is up, reaching nearly the same amount of HP converted to damage a DRK with enhanced souleater can have.
Also, think that if it stacks with other HP bonus effects it will also stack with mantra, generating another 40% of real HP (20% of doubled HP), making this ability a bit too powerful for an ability that will be usable every 1hr-30 min.
If someone was going to receive this ability, it should be DRK, not MNK. ^^
MNK one should be related to kick attacks...would be nice for a change. Maybe a progressive critical damage increase for every kick that lands and making kick attacks having 100% critical hit dor the duration of the effect...it would be like a mighty strikes for footworker MNKs.
Now... I don't play RDM, but for the love of god, change the SP ability to this:
"Doubles the duration and potency of enhancing magic, and doubles the accuracy and duration of enfeebling magic." Lasts 60~90 seconds for as many spells as you want.
Best of both worlds and a relevant SP ability.
For the love of god we've been asking for this since they first announced it.
How the F*CK does SE developers get the ideas they do. Are they snorting coke before coming to work?
This is a serious question, when was the last time the FFXI development team was tested for drug use? Does SE Japan have a corporate policy regarding frequent drug testing of it's developers?
Guys Guys Guys, You career RDMs of which I used to be one myself should have realized a long time ago that RDM is a dead job now. As much as I miss using mine, there isn't any real reason for anyone to think it's viable in any worthwhile content anymore.
The new ability is well......... There.... but this amount of nerdrage won't change a thing that we're getting whatever SE wants to give us for RDM now.
Those of you still clinging to the hope that RDM will be as awesome as it was back in 04/05 might as well lay down in a grave with a flagpole up your asses with a "Been there, enfeebled that." flag on top and just give up.
P.S. Stop beating on Camate like he's the lead programmer. He doesn't deserve the lashing some of you people are throwing at him. :|
inb4 next Update footnote:
"The instance in which Elemental Seal granted more Magic Accuracy than intended has been fixed."
Not that I think that will totally happen but the way the Devs go on about how the 2 contested JAs are so very different from each other......
In all seriousness I find this whole situation of adding new SP JAs quite fascinating.
But the effect does not work on monsters with immunities, so there are cases where it will be ineffective as well. It really is just a more powerful version of Elemental Seal on a longer timer. What are the situations when Elemental Seal would not work and/or the enfeeble will not land eventually thanks to the Immunobreaks? Are there enough of them or are they important enough to warrant this being a SP ability? I think the answer you are hearing from Red Mages on both the English and Japanese forum is no.
I wonder what game the developers are playing that makes them think enfeebling magic is so powerful. The only spells that can completely immobilize a monster are Sleep and Break. Here's the thing. You can't damage the mob during the effect or the spell is broken. Not to mention that I am sure plenty of NMs retained their immunities to both of these spells. What is so overpowered about being able to land the remaining enfeebles? The only one that would really make a difference is Silence and folks are going to use that one anyway. People already use kiting strategies so Gravity will not change much.
This is a pet peeve of mine. I don't understand why the dev teams keeps implementing abilities and spells focused on game mechanics that need to be changed. This also applies to enmity adjustments that we are still waiting for. You can't be surprised when you tell the community about an ability like this one and the response is a resounding "NO!" We've been complaining about enfeebling magic for years so why create a special ability around it? We can't simply go on "we're fixing the mechanic and this ability will be awesome in the future."
After the Embrava and PD nerfs, I suspect the team is hesitant to give anymore powerful enhancing magic special abilities which is why the original RDM sp ability was changed instead of strengthened after players complained.
Absolutely. The director is still new at his job though, I wish him much success.
Let alone half of them.
People really need to stop blaming Tanaka, his FFXI was far better then today's.
As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
14 failed due to lack of content, and bad programming decisions, not one man.
You are ignorant about FFXIV. FFXIV failed because it was impossible to play due to server lag.
and every possible feature was made to piss of the player. every one of them.
This ability is absolute garbage. I mean it is insulting it is even on the table. This is Elemental Seal -3. It is a joke, and an absolute piss off.
To fix enfeebling you don't do it through the damn application of an ability we already have access to. To fix enfeebling you need to make enfeebling skill actually affect the potency of a spell. There should be no reason my BRD/RDM can land enfeebles as often and as potent as my RDM.
Stop piling crap on crap. Haste II is a placebo, it is being instilled because you left haste @ subjob level, just like refresh II. Oh RDM's refresh can be subbed...oversight lets add Refresh II!. Instead of fixing the issue. Enhancing spells need to be modified by Enhancing skill, not flat caps based on spell.
SE have left Enhancing and Enfeebling capped at level 75, all jobs with access to mage gear can hit high MACC and MND or INT values...essentially RDM is as effective as a subjob as it is as a main job, and no I am not even going to touch the fact that our T2 enfeebles are garbage, and hardly worth investing even a single merit into.
Stop capping enhancing and enfeebling spells @ 75!, let the caps be broken based on enfeebling and enhancing magic skills, giving RDM an innate edge in both schools. (SCH is married to RDM to have full access, and RDM is able to do this regardless of SJ.)
Stop trying to band aid the problem with the mechanics by piling more crap on top of a broken system.
Take the fix from healing magic, and apply it to enhancing and enfeebling.
As for a 2 Hour ability, how about you give us something bad ass like elemental infusion in which we can attach a nuke to our melee weapon and have a Blizzard IV "enspell" for 30 seconds or so every half hour.
You know invoking abilities from both casting and melee combat? Kinda like keeping with the jobs theme of being a martial magician.
At least try and be creative. This ability is pathetic and should the one who thought of it should be ashamed.
Lets not get distracted from bitching about the RDM 2-hour and its worthlessness, lest SE think its fine now and we only overreacted.
The new director will get praise and respect when he earns it. When he can prove he can help move this game forward and make better changes and abilities than this crap RDM one. Maybe actually balance the jobs, Tanaka downright refused to and only made the "liked" jobs more powerful while giving other jobs the shaft.
When the new director can prove he is better than Tanaka (which shouldn't be hard) He'll earn the respect of anyone that is able to criticize something.
SE stated the new director is working on FFXIV 2.0, and when finished he'll come to FFXI
You do realize Tanaka is notorious for making insanely difficult code right? That its almost impossible to change without screwing something else up. They didn't do many huge changes because they are relaunching FFXIV with new engines, clients, maps, mobs, races(male mithra/female galka) and content overhaul. Even the essential programs are being changed, the only thing staying the same is the characters.
The changes Yoshi-P made were praised by everyone that played more then 80% of the time including the critics. Tanaka can never claim this, his biggest enemies in FFXI and FFXIV are the critics. Yoshi-P removed the stuff that made it complete junk(which Tanaka refused to) and he listens to the community. Something the FFXI development team has yet to prove they even do.
While I agree the OLD FFXI was better than todays we also have to remember Tanaka made the road map we are currently on, he set out the plans for abyssea in the first place, as well as voidwatch. So if right now isn't as good. It is still Tanaka's fault.
Tanaka never listened to what the community wanted and before they removed him from the FFXIV director chair he wasn't even considering making changes, 4-5 months after Yoshi-P took over there were sweeping changes. Ones that actually got the FFXIV community excited and made more people want to play. Before they stopped selling FFXIV to prepare for FFXIV: A Realm Reborn they were GAINING players at a higher rate then FFXI is right now. FFXI is actually losing more players per month then they gain.
The game, when it shutdown a week ago and when it was run by tanaka are a completely different experience. Anyone that has actually played FFXIV from launch to shutdown can tell you that.
Yoshi-P Changed almost everything about the game, but was very limited due to the fact Tanaka's code is terrible. There is no doubt in my mind that if they left Tanaka in charge FFXIV would have been dead 2 years ago. He had 5 years+ to develop that game and still gave us nothing amazing. (The name rapture ring a bell? That was its code-name)
Tanaka never listened to the community, Yoshi-P does. That's the major difference between the FFXI and FFXIV development team. The FFXIV dev team listens, In fact, all of the SUCCESSFUL MMOs in the world, the ones with triple FFXI's population or MORE all listen to, reply to and consider player feedback. All Tanaka ever said is "I'll consider it" or when they said it was a good idea at fan fests it still never made it into the game. What does that tell you?
The core game could NOT change because when they were getting around to it they decided "lets change the entire game, what we're doing isn't working" Whats the point in changing what we currently have when they knew they would only relaunch it anyways with a completely different client and code.
It wasn't just content. The way the jobs were played, the abilities they had, the way the armory system works are all completely different to when Tanaka was in charge. The game play and experience changed dramatically. Playing FFXI since NA launch I can tell you this. Yoshi-P made more real changes to FFXIV in a year then Tanaka made to FFXI in a 10 years. The only thing Tanaka did was add content and the only time it changed dramatically was when abyssea was launched which is terrible content compared to the old FFXI content. (don't even get me started on how stupid the stagger system is. The only decent stagger system is the dynamis one. VW and Abyssea sucks in that respect too. The ONLY thing that should EVER effect drop rate is Treasure Hunter.)
All were changed by Yoshi-p. SO instead of defending a sub-par director, hows about you look into some facts before you actually say something.. Tanaka stopped being good when he came out with Abyssea(if you remember correctly he briefly passed director to someone else after FFXIV was launched) Abyssea, voidwatch, re-releases of Limbus, dynamis, nyzul, salvage, etc... are all Tanaka's doing.
From what people are saying almost everything in A Realm Reborn is different. its BETTER. Due to restrictions they aren't allowed to post screenshots or anything... silly agreements NDA's <.<;
That, and it was an awful game.
They're making/made some pretty fundamental changes to the game. As much as I hate FFXIV I give them credit for seeming sincere in their desire to rectify the awfulness. While I think it's silly how people always blame a single man for something that involves hundreds of people working on it, the fact of the matter is that a lot of the core system that people hated (like fatigue and such) are straight out of Tanaka's book of design based on his track record. It's pretty much the same as people blaming terrible movie scripts on the director. Never made sense to me, but people will still do it, because they're the ones that also get all the credit when everything goes right.
Not to be a complete jerk, but every post in RDM forums has mentioned this either as the topic or in passing. The reason RDM are such an angry mob to deal with is because they have legitimately been ignore and invalidated for a very long time. Either the Dev weren't listening or you weren't telling them that they left one of the most popular jobs crippled for over 3 years. The Dev team pruned off all the niches that RDM had developed for itself and then crippled it's only A rank skill. The development team is solely at fault for this. They destroyed Enfeebling Magic and left RDM with nothing except being sub par.
We all understand that 75 was too generous for RDM, but quite honestly that was because the Dev team left other mages starved for MP AND kite/nuke was too useful. It's hard to call the previous generation of enfeebles exploits. What do you think a Spell called Bind is supposed to do? Gravity isn't the traditional Demi from the FF series, that wasn't a player decision, we don't make those decisions. We understand that stacking Gravity + Bind with Sleep was not what was intended, but we weren't the ones that assigned RDMs their spell list.
Please take some responsibility for the state that Enfeebling magic is in and RDM by association. We don't have the ability to change this at all or we would have done it long ago. We need spells that actually help our friends. Otherwise Enfeebling will continue to be worthless.
Anything that has to do with FFXIV should really go somewhere that doesn't have to do with current changes for FFXI's new SP abilities. We are trying to give feedback of actual relevance, please go clutter other forums with your personal beliefs about FFXIV or any game that isn't this one.
Enfeebling is a long standing issue that needs to be addressed one way or another, so please stop getting off topic.
On the Topic of MNK SP abilities:
So what is this SP going to do for MNK except make me go MNK/DRK and pop 100 fists with Soul Eater up? I understand more HP, but how is that applicable on a 30 second timer that takes 30 minutes to come back? 30 seconds is the length of a zerg and nothing else. I would really rather see that increase last longer so that players might use other tactics other than focusing on extremely concentrated offense for extremely short periods of time.
FFXI is addicted to offense > defense. How does more HP help MNK tank? If it's only intended for them to be able to take the brunt of terrible mobs, then how is 30 seconds long enough unless we are once again, planning on a zerg?
Almost everything you said was bullshit based on your own speculation and random interpretation of certain facts. And you had some of them wrong as well, for example that Tanaka left FFXI's position to someone else. That never happened, he was in charge the entire time. And you still didn't address the fact that no one man makes all bad decisions in a company. A producer is not a dictator. Tanaka is a scapegoat, nothing else. People need someone to blame, and he was in a good position to be blamed. That's all there is to this ranting.
The new SP is terrible. It doesn't do anything, a RDM should be capable of doing what this ability does against pretty much any mob by having proper gear. If the dev team wants to add this kind of functionality to RDM I would heavily suggest they add it to Saboteur and keep, 'if an enfeeble can't land then it doesn't burn the ability.' This idea is not worthy of an SP since we all clearly see it as a side or down grade to Elemental Seal.
We are all aware that Enfeebling magic is terrible, so this kind of an addition to an already/still crippled school of magic does nothing but invite the disdain of RDMs because it adds insult to injury. 'Enfeebling magic doesn't really work anymore so lets give you an entire ability to prove it.' RDMs don't mind continuing to reapply enfeebles in a fight. It gives us something to do. What we don't appreciate is that our potency means absolutely nothing when mobs are adjusted to not be affected by things like paralyze, even when they do land. That's just unfair to us.
If you want examples of what I don't currently like about the individual enfeebles, I can easily go over it:
- Bio 3 and Dia 3 do not stack. It would be appreciated if we could use both of our debuffs that don't require accuracy nor potency to be effective to stack so we always have them to fall back onto. If you don't want to let us do normal debuffs we at least want to lower the mobs defense and attack by 15% a piece.
- Bind shouldn't even be in the game anymore. The Dev team has no interest in it being effective, so please delete it. We get it, it creates too many problems.
- Gravity doesn't need to slow target's movement speed. I don't care about it's benefits for kite nuke. All I require is that it lowers the mobs Evasion and that it can stick on almost all mobs, so long as I have the accuracy to land it. I need to lower mobs accuracy to be able to hit them as a RDM. Other jobs appreciate it as well. It's kind of a big deal that something that would help enfeebling be more viable is left in such bad disrepair, especially since the Devs took the time to give us Gravity II, which never worked to begin with.
- Blind is actually decent, EXCEPT, some mobs can't really miss because their level/accuracy is too high. If blind just gave a mob the debuff that it would miss X% of the time and it was based off of enfeebling magic skill, then you would create a spell that does what people want it to do and doesn't fail against NMs that have unrealistic stats for enfeebles to be effective against.
- Slow and Paralyze are very effective against the mobs that they work against. Against many NMs, they do very little. I don't mind if you want to adjust the max potency that a mobs is able to be debuffed, but there are several mobs that these spells don't seem to do anything to even if they do land.
- Silence and Addle actually make sense. Silence works on normal mobs and Addle works on Bosses. It makes sense and they both have potential uses.
- Poison III needs to be available to players. The only thing wrong with Poison is that it is too weak to contribute.
- Break is a bad because it doesn't do anything something else doesn't probably do better. Sleep lasts longer and accomplishes the same affect. If you are VS dark based mobs you can /WHM for Repose. There are multiple sleeps for chaining sleep effects. It breaks when you attack the mob. It does't add anything unique. Break needs to be changed into a 2nd stun. It would be enfeeble based. It gives you something that will be effective against Thunder based mobs. It should have a slightly longer duration than stun, but also a much longer recast.
- Impact should be re-coded so that it damage is based of elemental magic and the debuff potency/duration is based off of enfeebling magic.
- BLM debuffs should scale off of elemental magic for increased DoT and Enfeebling magic for stat down potency. Both of which should be adjusted to scale and be somewhat useful against current end game content.
In all seriousness:
The previous SP was what we wanted. We wanted Double Potency and Double Duration of all of our enhancing magic. You can make it so that it doubles the potency/duration of Enhancing magic that RDMs receive for a set duration. That way you don't have to worry about /SCH shenanigans and RDMs trying to do more than you intend.
If we had something like Break so that we could Chain Spell Break, much like we Chain Spell Stun then we could easily use whatever sub job we wanted. I personally prefer RDM/NIN. Most of the RDMs that are left are melee RDMs because you gave away all of our serious caster rolls to other jobs. You could at least placate whats left of the RDM population. I'm not asking to be a kite nuke problem. I just want to be able to me a hybrid mage that can fight and enfeeble end game mobs. I want to be able to pull my weight in an alliance.
Its amazing that you saw this and a room full of DEV's didn't, however as a drk im more concerned with the fact that our SPs are gimped, they do not effect ws's and they cannot be stacked. Both DRK SPs need to be able to be stacked AND both SP need to activate on WS as well.
just got off test server tinkering w/ new special ability and /drk
I've a very good hp+ build on my galka mnk.
player hp caps at 9999
outside abyssea I was able to get 7104 (using hp gear, mantra and full melee+2)
slight improvements to gear would make it ~7400
IN Abyssea w/ ebon hoof, razed ruins and sanguine scythe, I had hp of 9743
w/ soul eater, and the new special ability up, every punch does ~1000 in abyssea
crit hits vs detector-types w/ arcane circle did 2.5k
outside abyssea the best you could hope for is around + 370 damage per hit
not sure if 100 fists will stack... didn't test it, but embrava, marches etc should probably get you to cap w/out gear... I think.
someone else can check that.
This special ability works to save you from a BIG nuke or can be used in zerg situations w/ /drk.
Its very fun.
The most challenging part is getting the Ja's to go well. 30 seconds is not alot of time. one might want to pop this on ADL AFTER PD wears off to survive the first terraslash or somesuch..
Or to die solely to the additional effect attached to Tera Slash, and better understand that FFXI is designed to mirror the absurdity of the universe as a whole.
Thinking about that situation, I imagine the incoming Monk SP being highly compatible with the incoming White Mage SP. If both jobs are already present, cobbling the two abilities together into the ghetto-est version of Perfect Defense imaginable seems like a good use for them.
Well, if the Development Bros pick the version of the White Mage SP that is useful for 30 seconds rather than 60 seconds of flaccid disappointment.
Stop making mobs that have "TP moves" as their regular attacks... This fixes at least 50% of the problems with RDM. If you could actually paralyze mobs like harpies, narakas, iron giants, then it would definitely be useful for something like legion. I realize you can paralyze them, but it only affects their spells, if they even cast anything.
Slow II would also be incredibly useful.
Greetings!
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.
Next, some more monk feedback.
There were some comments mentioning that monk's new special ability wouldn't help much for tanking since the effect duration is only a minute long. While the development team will continue to adjust the effect duration as testing is performed, they're thinking about keeping the maximum duration at 60 seconds. The effect duration was set this way to act as a method of surviving a crisis, much like Invincible or Perfect Dodge, and not to maintain the increased HP for an entire battle.
Also, there was a request to change the HP increase value to a static number instead of doubling the amount of HP the character has due to differences in races. While we will look into this, by making it a completely static value we will no longer be able to address the HP per level, so the effect would have to be added by either "level x n" or "VIT x n."
As long as we can make it in time, we will switch to a static value increase for the next Test Server update so you can all try this out for a while.
Here's some 'feedback' for you to 'collect' and 'submit', Camate: "fixing" the "bug" in the new RDM SP where it actually did something that had a slight chance of being vaguely useful is a complete waste of time. Instead, they should have been fixing the issue where sometimes it did not ignore immunities. Considering how weak enfeebles actually are, landing them on even completely immune mobs once per event isn't even close to being unbalanced.
what happened to the double effect on enhacing magic to rdm? wasnt that the original idea? i liked that one, i dont like new one
Oh wow, we can use one of our SP abilities to neutralize one of the mob's SP abilities on a one-for-one basis! This is unheard of, as no one has ever decided to use Invincible during a NM's Mighty Strikes before! Being able to counter one of Absolute Virtue'stwo hourevery few minutes abilities with an ability on a one hour timer is so unfair! Oh no, we might able to beat L75 content now! Well, actually, we've been beating this particular piece of L75 content since L80 thanks to Perfect Defense, which is a hell of a lot more powerful than the RDM SP ability we're talking about.
P.S.: Using Break instead of Sleep would be more useful since DoTs won't make it wear prematurely.
Dear Camate, could you let the developer know and understand, special ability is just that, special. You can only use it every now and then. IT SHOULD LAND the enfeeble with 100% accuracy for the duration of the 2 hours. Let's face it, it usually 30-90 seconds at best, can be based on enfeebling magic if you want. People should be able to BEAT the content 100% when they work together as a group and formulate solid strategies that utilizing the jobs ability and know how with maxed skills and good gears. This is what separate newbies and hardcore who actually understand how the game works and each jobs potential.
When you can synchronize everyone's action, you should have easier time to beat the NMs. It is called teamwork and communication, and everyone knowing their roles and what it is expected from each members. Regardless if they are executing cheap moves or not. This is called balance, where developers created a game, and players able to beat them in their home turf. It is also showing that you have subscribers with some intellect who actually able to complete the challenge and solve the problems. Take this to heart and stop creating content where it is unbeatable. When this keeps happening, we will just stop paying, how is that for chain reaction.