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  1. #1
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    SCH
    Lots of good suggestions on the job board so I won't bother listing them here. I'll just say like many jobs the manifesto doesn't sound anything like what the people on the English boards have been clamoring for at all. The past 15 levels have seen mostly party enhancement spells added to SCH, but with such underwhelming potency that they are often cast just because we have them, without any real benefit. I'd much rather see those spells (as well as storms) enhanced than to get a new TP/status enfeeble, which seems much more suited to RDM. I'm also worried about the Tabula Ras spell. If it's Ultima or Death, great. If it's just another Addendum to let us cast Raise 3, then yuck. Like so many posts on the job board, I agree the healing side is what needs work here - much more potent enhancements or a mechanism/spell that matches Cure V.

    RDM
    Not possible to get excited about new enfeebles or changes to enfeebling magic yet. This could be great or terrible. I ask that they be RDM-exclusive, useful to a party, and not completely useless on any mob that matters. A Quick Magic ability sounds gee wiz neato, but it's not going to make RDM more desired in a group, unless the cooldown time is extremely short, which I doubt.

    WHM
    Charmna is OK, but all I care about is Reviviscence.
    (2)

  2. #2
    Player Jile's Avatar
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    Mar 2011
    Posts
    390
    * Vision
    Paragons of virtue who never hesitate to step in and defend their friends in a fight, nor to take the brunt of enemy attacks while wearing the heaviest armor imaginable.

    We respect the unselfish and bold nature of the paladin, so we plan on further developing their ability to maintain control of battles and keeping others out of harm's way, if only temporarily.

    * Example Adjustments
    o Adding a new ability that reduces the amount of damage taken by a party member for one hit.
    o Adding a new ability that slows enmity reduction.
    Okay, we get it.. Stop beating a dead horse.

    <SE>: lolPLD
    (2)

  3. #3
    Player Chamaan's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Chamaan
    World
    Valefor
    Main Class
    PUP Lv 99
    Look, new attachments are fine, but we're already working with a very wide range of very useful attachments, in an incredibly restricted field. If you're going to keep using attachments as a way to get out of actually making changes to the puppets themselves (barrier module shouldn't be needed to make a puppet that's had a shield built in since day 1 use it) give us more freedom to choose what we want. Give us some more attachment slots, or raise the element capacity on each puppet so we can choose which element we want to focus in.

    And Warrior. More offense is good. But we're quickly ending up in the same boat as Rng in terms of paper defense vs big damage. Maybe something that greatly increases enmity, Retaliation rate and damage reduction in exchange for lowered swing speed. More retaliations would make up for slow swings long as we kept hate on ourselves.
    (2)

  4. #4
    Player Finuve's Avatar
    Join Date
    Mar 2011
    Posts
    282
    Character
    Finuve
    World
    Lakshmi
    Main Class
    DRK Lv 99
    People that don't play DRK, please don't try and weigh in on DRK changes and I will continue to not put ideas forth on your jobs

    Dev/Reps, please read DRK forums, the people there, hate this elemental magic concept, please see Dark Magic for DRK enhancements
    (4)

  5. #5
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    Quote Originally Posted by Finuve View Post
    People that don't play DRK, please don't try and weigh in on DRK changes and I will continue to not put ideas forth on your jobs

    Dev/Reps, please read DRK forums, the people there, hate this elemental magic concept, please see Dark Magic for DRK enhancements
    Funny you say that when I see DRK threads in both the "general" and "other" forums. Why not keep it in the DRK thread?
    (0)

  6. #6
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Kwate View Post
    Funny you say that when I see DRK threads in both the "general" and "other" forums. Why not keep it in the DRK thread?
    Well in his defense SE doesn't read or care about the individual job threads.
    (0)

  7. #7
    Player Malacite's Avatar
    Join Date
    Mar 2011
    Posts
    228
    WAR: Sounds good, they've actually done a very good job with WAR over-all now. The only thing it's really lacking is a half-decent ability to mitigate damage taken.

    MNK: Again, sounds like SE knows what they're doing. I would love to see an ability that allows us to AoE Chakra though, including the Regen effect for people with Invigorate merited.

    WHM: Still no way to remove Terror or Amnesia? Also, please for the love of God adjust barspells. The status resist spells in particular are border-line useless and almost never work against NMs.

    BLM: No word on Meteor yet?

    RDM: Sounds pretty good, would still like to see revisions done to it's melee capability though. Access to items like Loki's Kaftan & Oceleot gear (basically any melee gear BLU can also wear) and the inclusion of the EX weaponskills would be nice. A small boost to Sword & Elemental Magic Skill would also be appreciated. Even with all this, RDM would not replace front-line melee jobs, but it would at least be a viable option in the absence of one unlike the way it's been pretty much since launch.

    THF: No complaints here.

    PLD: How about a new sentinel-like ability that hampers enmity gain for party members (excluding the Paladin)? Since once you're at the enmity cap, there isn't much the PLD can do to save you. Also please consider making Sentinel last 3 minutes like you did with Last Resort for DRK.

    DRK: No, no, and just no. Sacrificing TP gain for more damage? We need new dark magic to inflict statuses like Terror and Plague - things that fit DRK thematically but are also practical. Insurgency should really be changed to a critical-hit weaponskill as well, as right now DRK lacks a truly heavy-hitting WS for the first time in ages.

    BST: Krabkatoa jug? Pretty please? :3 Seriously though, it'd be nice if we could actually play around with Charm again.

    BRD: All very good ideas, no complaints.

    RNG: It sounds like SE is finally getting the message - RNG doesn't need more damage, it can already dish out immense pain. The job needs to be able to fly under the radar and it sounds like we're finally getting that long-awaited fix.

    SAM: Still no critical WS hmm? Would it be asking too much to get maybe a new job ability to force our next WS to crit?

    NIN: I like what you're proposing, but the issue of Shuriken still needs to be addressed, as well as the lack of Jubaku & Dokumori: Ni. Will we ever see these spells? What about San level enfeebles?

    DRG: Again kinda hit or miss here. Our last Healing Breath, III, was gotten at level 40. We should be up to at least HB V by now. I'm very happy they're going to buff the wyvern, but I'd also like to see the breath damage bumped up from roughly 1/3 of WS damage to 1/2 (upon WS only, not Smiting Breath)

    SMN: Really guys? Cait Sith & Atomos? It's better than nothing, but I'm pretty sure I'm not the only one who was very much hoping for Bahamut & Phoenix, even as Astral-Flow only summons. Rebirth Flame in particular would add so much versatility to SMN, bringing everyone back into the fight to avoid a costly wipe with their 2 hour.

    BLU: SPIKE FLAIL!!!

    COR: 3 Rolls & Enhancing Phantom Roll? NICE! Just, please don't nerf Chaos Roll...

    PUP: Cool stuff, Valoredge frame could stand to be a bit more durable though? An increase to total elemental capacities would be very nice too so we can equip more of the fancier new parts.

    DNC: Really like what I'm seeing here, but can we not have the Triple Attack ability be a Flourish? DNC has too many to choose from as it is for powering up weaponskills since they all have shared timers.

    SCH: I fully support more SCH-only magic. Is there any chance of increasing Regain's potency though? At 1/tic it's hardly even worth casting. I would also very much like to see either new abilities or magic that allow a SCH to enhance their fellow mage's abilities - that is, if there's a WHM present the SCH can make them more efficient at healing, or increase a BLM's damage potential. SCH tends to work best in tandem with these jobs rather than as a replacement.
    (4)

  8. #8
    Player Deadvinta's Avatar
    Join Date
    Mar 2011
    Location
    Adoulin
    Posts
    154
    Really the only thing I was looking forward to them addressing was RDM's swordplay.


    Guess not.

    When is SE gonna learn that Bard doesn't need Fencer? RDM kind of does.


    Also, Striking Flourish is already stupid, don't make this Triple Attack one any worse.
    (2)

  9. #9
    Player Karinya_of_Carbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Karinya
    World
    Carbuncle
    Main Class
    RDM Lv 90
    Quote Originally Posted by Deadvinta View Post
    Really the only thing I was looking forward to them addressing was RDM's swordplay.
    Is this a joke? RDM does have a big problem right now, but lolmelee isn't it. RDM was never intended to be a primarily melee oriented job at high levels and there's no reason to expect that to change.

    The primary problem RDM faces in level 90 content is that RDM (and SCH) is no longer a useful healer! The game has been reduced to only one viable healer job and SE shows no indication of whether they even intended that to be the case. For both RDM and SCH, not a good enough healer + bad selection of yellow procs = unwanted job. Their unique spells are insignificant, or at least unappreciated.

    Maybe, if the post-90 endgame doesn't have the enormous HP pools of abyssea, Cure IV will stop being junk, but even so, the fact that you have the same top heal as a BLM or BRD doesn't exactly inspire confidence.

    There's no discussion (explicitly at least) of whether SE wants any job other than WHM to be able to heal effectively, or what plans they have to make that possible again at higher levels the way it was at 75.
    (1)

  10. #10
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Karinya_of_Carbuncle View Post
    RDM does have a big problem right now, but lolmelee isn't it. RDM was never intended to be a primarily melee oriented job at high levels and there's no reason to expect that to change.
    Red Mage was "intended" to be a generalist that could fill in needed roles in parties while sporting some semblance of versatility. That fell flat on its face when refresh entered the game, which combined with the groups that were already desperate for healers did nothing but sling mud on our job.

    As far as the swordplay thing, I lean more to the magic fencer aspect of RDM because that is more like a Red Mage than spamming cures and buffs ever will be.
    The primary problem RDM faces in level 90 content is that RDM (and SCH) is no longer a useful healer!
    This assumes we wanted to be shackled to healing.
    There's no discussion (explicitly at least) of whether SE wants any job other than WHM to be able to heal effectively, or what plans they have to make that possible again at higher levels the way it was at 75.
    That's probably because those of us who were sick of imitating white mages for close to 6 years now are saying "good riddance".
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

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