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?