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  1. #11
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    http://forum.square-enix.com/ffxi/th...d-game-balance


    I addressed the issue before but I might as well as add something new to the issue. BLU had 2 spells per element in abyssea.That was a headache on its own when you try to set spells to function. I left off 8-10 points of spells so i could set what i needed to proc and limit changing out. Now void watch has it where a blu is just a leech getting procs. I wish procs died in abyssea and had a different system or just having hard mobs. I hate the carryover from abyssea "only one person on it, the tank on the mob so we kill slowly to get procs." That is not fun. It is not fun being a proc leech. It is not fun stressing over procs.

    Then you have SE learning from the abyssea mistake by letting us only have one element per spell, so why did they make a known problem worse? I REALLY want to know what they were thinking when they made the stupid proc system in void watch. SCH has a similar problem with Modus Veritas. For once I would love to see SE to think a head or test something before coming out with it.
    (1)

  2. #12
    Player
    Join Date
    Jul 2011
    Posts
    597
    Rather than a cooldown, I'd rather just a means of macro'ing spells so I don't waste 1min equipping spells just to have to wait another before being able to use them.

    You can equip at least 3 full sets of elemental triggers at 95 along with a couple DD spells on the side. With my experiences in VW, BLU procs hardly come up at all, so you're better off just waiting until something specifically can not be triggered and then swap in spells to try for it. The fights are 30min long, 1min wait won't kill you, unless your group is extremely slow for some reason.
    (0)
    Last edited by Kaisha; 09-30-2011 at 12:24 AM.

  3. #13
    Player
    Join Date
    Mar 2011
    Posts
    52
    The proc system in my mind is "ok" as an idea, but it really doesn't seem to be implemented correctly because instead of a fun system its tedious for two reasons.

    1. It's so important to proc weaknesses to get drops, you're almost forced to. You're holding the mob usually to get procs instead of damaging it..... this isn't fun.

    2. There are too many weaknesses when they could simplify it. Instead of making nearly every spell a proc in a mage's list of spells, they could easily simplify it to where its not tedium to proc.

    Why not make the spell proc system based on A. class of magic and B. Element of magic

    As in A. Blue magic B. Thunder. At that point if a blue mage lands any thunder elemental spell on the monster, it would trigger weakness. This would go back to around what abyssea is now for blue mage, and would let you set spells to trigger weakness with while not totally annulling your damage capabilities..

    I really see this same problem happening with so many things implemented in FFXI. I see good ideas implemented so that they're not fun. Did employees actually go out and test these procs as blue mage?
    (0)

  4. #14
    Player Rearden's Avatar
    Join Date
    Jun 2011
    Posts
    458
    Character
    Rearden
    World
    Lakshmi
    Main Class
    PUP Lv 1
    This doesn't even address the sillyness that is random HQ procs never being magic or never being ja/ws

    You can do entire fights and never get an HQ magic stagger because every time it cycles it's always ja/ws or vice versa
    (0)

  5. #15
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Let's be honest, the proc system is basically affirmative action for jobs--a cheap gimmick created to make certain jobs desirable to bring along without making them actually equal. A band-aid fix, something quick and easy that would avoid the hard work of actually improving job balance. In other words, the whole point of the system is to save the dev team work. As such I'm cynical about the chances of it actually getting fixed, because that would take work, and that would negate the whole point.
    (3)

  6. #16
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Don't worry, folks! They're working on a solution as we speak!

    As of the next update, the only Blue Magic proc in Voidwatch will be Mortal Ray.
    (0)

  7. #17
    Player Sekundes's Avatar
    Join Date
    Mar 2011
    Posts
    78
    Character
    Sekundes
    World
    Ragnarok
    Main Class
    BLU Lv 99
    As far as I know, the current blu procs total 30 spells and 101 set points. You would need 20 more spell slots and 41 more spell points(granted full merits) just to be able to set them all... As it stands, I would rather farm empy pops for a total stranger than do voidwatch on blu.

    I'd be happy if enough were removed so that I could just set them all at once. Sure, it'd make me borderline useless for anything other than procing but at least I wouldn't have to reset spells constantly. Here is what I would consider to be a good list:

    Thermal Pulse, Blastbomb
    Sandspin, Cim. Discharge
    Acrid Stream, Cursed Sphere
    Reaving Wind, Leafstorm
    Infrasonics, Cold Wave
    Temporal Shift, Charged Whisker
    Actinic Burst, Blank Gaze
    Death Ray, Eyes on Me

    2 of each element for a total of 16 spells with a total set point cost of 48. Enough to make a blu useless if one sets all of the spells, that is what you all are going for right SE?

    As I've always said before, I'm fine by the 1 min cool down, the real problem is the time it takes to set spells. I'd prefer to have several spell sets available and simply go in to the menu and activate a set and then wait a minute rather than literally taking 3 minutes due to taking off old spells and sorting through the ones you need but then realizing you need 1 additional spell point to be able to do that and have to scan quickly for your mistake and then correct it.

    While I'd love macros to change spells, I don't see that happening. It'd just be far too clunky. The only possibility I see is make a macro line that would be /bluemagic slot 1 "Headbutt" /bluemagic slot 2 "Winds of promy." ect. It would need a /bluemagic clear to remove all spells and a /bluemagic points which would toss you a system message with how many points are used. Something like "Blue points: 55/60". The purpose would be to make macro sets that would gear certain spells. This would work but if given a choice between sets and this, I'd prefer the sets but it would need at least 5 sets to be usable and I'd really like more.
    (0)

  8. #18
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    They should fix modus veritas being a proc, when it has 100% chance to be resisted <_<
    (1)

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