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  1. #61
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Make it 3 Minute duration. Doubles the effect & duration of all Enhancing Magic spells. Would make me happy.
    (1)

  2. #62
    Community Rep Okipuit's Avatar
    Join Date
    Apr 2012
    Posts
    285
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    (5)

    Okipuit - Community Team

  3. #63
    Player Washburn's Avatar
    Join Date
    Mar 2011
    Posts
    139
    Character
    Truckie
    World
    Sylph
    Main Class
    THF Lv 99
    Can't yall give rdm like a 3 tic regain spell already? Let it enhance things. Not as good as embrava, but better than adloquium. Yeah yeah debuffs, umm cool, yay. Make it useful in zergs so its desired in things like legion, neo nyzul, salvage, dynamis, voidwatch.. You know, the events people do.
    (11)
    Last edited by Washburn; 08-02-2012 at 08:19 AM.

  4. #64
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Okipuit View Post
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    Yes, it's nice for new spells that are different, but we're after new spells for RDM, not GEO, WHM, BLM and SCH which lets be honest is the jobs that will be getting these "new" spells.

    Truthfully though, I don't know why RDM's ask for anything anymore. The answer is forever: NO!

    Safe bet to agree that by this logic, there will be no newer version of Slow, Paralyze, Blind etc..... Shame RDM's enfeebling will forever suck then.

    PS. Just because you added an unneeded job and then couldn't think of something unique to add to it so gave it over time spells does NOT make it their forte....

    If we're going to argue it over time spells was RDM's forte.... but hey!

    RDM is already a powerful job, they don't need anything.... It's just all the playerbase that doesn't understand that, right!?
    (11)
    Last edited by Daniel_Hatcher; 08-02-2012 at 08:28 AM.

  5. #65
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Okipuit View Post
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    Plague effect enfeebling magic spell:
    Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    That feels like a cheap excuse. There are already abilities that inflict Poison, Paralyze, Slow, Blind, Defense Down, and Attack Down, but none of those stops RDM from having equivalent spells. Plague's MP/TP reduction would be the perfect compliment to Poison's HP reduction.

    SCH may specialize in DoT magic, but SCH didn't originate it, nor does it corner the market on DoT magic. RDM haivng Plague wouldn't compromise SCH's abilities in the slightest.

    Quote Originally Posted by Okipuit View Post
    Stronger version of Dia/Bio:Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    If the devs aren't already aware, there is ongoing contention at the very nature of merited spells and abilities. There are a myriad of reasons, not the least of which being that placing spells under merits artificially blocks the potential for any higher tiers. So long as Dia and Bio 3 remain merits, there's little hope of seeing Dia and Bio 4 under anything but future merits.

    There is also major discontent with the limited point allocation for merit spells, which forces an illusory specialization on a class billed for it's diversity.
    (20)
    Last edited by Sunrider; 08-02-2012 at 08:24 AM.

  6. #66
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Is it me or is this page(7) broken?
    (1)

  7. #67
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Okipuit View Post
    To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.
    <3

    Quote Originally Posted by Okipuit View Post
    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    Please consider unlinking these merits from the spells and making them scrolls, making the merits boost the effects of the whole spell line rather then specific spells, then giving higher AoE tiers.

    White Mages and Red Mages alike would love to have Diaga II, Red Mages should have Diaga III, and you could even consider a Dia IV that merely increases the duration of the effect and maybe adds a tiny bit of DoT. Similar treatment can be done for Bio. This can all be done down the road when we have more room for spells.

    ---

    Going a bit off topic - since many of these might not just be exclusive to Red Mage...

    Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

    You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

    If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.
    • Enfeeble that forces enemy to face one direction.
    • More Teleports
    • Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
    • "Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.
    (12)

  8. #68
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    Is it me or is this page(7) broken?
    My browser (firefox / chrome) seems to hate washburns signature for some reason. It hangs every time I scroll to that part of the page. It's weird because I've seen his signature a hundred times before and never had an issue.

    I think it's great (if it's true) that they are planning some really original spells for red mage, but after reading these forums all this time, I really suspect that this is just a stalling tactic.

    "Oh hey guys, we didn't completely forget to add stuff to this job... we just uh... we are making it so we can add lots of new spells and stuff... uh, for you guys... not because we need room for the new jobs. This is totally all about how much we love red mage and want it to be super unique. *wink wink"

    I suspect that this response means that red mage won't get any new spells until SoA is released.
    (4)

  9. #69
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Economizer View Post
    Going a bit off topic - since many of these might not just be exclusive to Red Mage...

    Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

    You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

    If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.

    • Enfeeble that forces enemy to face one direction.
    • More Teleports
    • Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
    • "Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.
    It would be nice to see more Enhancing magic affected by Enhancing skill. Blink and Aquaveil, but Refresh and Regen manipulable by Enhancing skill as well.

    BLM and WHM seem to corner the market on spatial magic, but there can't be any harm in sharing self-cast spells such as Warp with RDM and SCH, maybe with DRK as well. A "Homing" spell to this effect could be nice too.

    Also, I have to ask why classes that can cast Raise on others are unable to Reraise themselves. There is likewise no harm (and plenty of benefit), in sharing Reraise with the likes of RDM and PLD... and not at levels 70+, as was done with Regen 2.


    I realize a lot of these aren't new spells, but that doesn't make them great ideas for the class.
    (1)

  10. #70
    Player
    Join Date
    Aug 2011
    Posts
    1
    Quote Originally Posted by Okipuit View Post
    Plague effect enfeebling magic spell:
    Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    There are already sources of Double Attack, that apparently didn't stop anyone from adding Temper.
    (11)

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