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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
    There is an enspell-looking spell in the .dats labeled "stri", not sure what it would do. It's just a single spell though, not a line of them.

    Blech. Mostly discouraging stuff here. The last thing I want on RDM is more party enhancement spells, especially single target ones. And enspell effects through merits? If the new merits are the same trade-off concept I can't imagine I'd choose enspell effect over other options.
    (2)

  2. #2
    Player
    Join Date
    Jul 2011
    Posts
    597
    All I could ask for is for our Saboteur job ability to add a good boost to magic accuracy when it comes to casting enfeebling magic.

    I don't like the idea of having to rely on either BLM subjob for elemental seal every 10 minutes to guarantee it lands, or spamming the spell over and over until it does land because the saboteured enfeeble resisted when it comes to HNMs.
    (2)
    Last edited by Kaisha; 08-09-2011 at 11:46 AM.

  3. #3
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Merton9999 View Post
    There is an enspell-looking spell in the .dats labeled "stri", not sure what it would do. It's just a single spell though, not a line of them.
    I always figured that "stri" stood for "Scholar Tabula Rasa [something]". You sure its an enspell and not brave/merton?
    (0)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  4. #4
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Raksha View Post
    I always figured that "stri" stood for "Scholar Tabula Rasa [something]". You sure its an enspell and not brave/merton?
    That acronym would certainly make sense, but...

    Brave is listed separately from stri. In the video, stri has the spell effect on the raised hand area, like enspells. The one marked with Brave is a more general buff animation covering the whole character, along the lines of barspells. I don't see anything called Merton or that looks like it could be it, but the stri video certainly wouldn't fit a mega helix.
    (0)

  5. #5
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Merton9999 View Post
    That acronym would certainly make sense, but...

    Brave is listed separately from stri. In the video, stri has the spell effect on the raised hand area, like enspells. The one marked with Brave is a more general buff animation covering the whole character, along the lines of barspells. I don't see anything called Merton or that looks like it could be it, but the stri video certainly wouldn't fit a mega helix.
    Got a link to this video? The only one I found didn't have labels on any of the animations.
    (0)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  6. #6
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    So I guess nothing really changed by much, and RDM pretty much got shafted once again, and again, and again. I am just baffled by some of the decisions that the SE team made. Give RDMs more SPECIFIC spells that actually works and useful instead of a little bit of this and a little bit of that crap.
    (2)

  7. #7
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Luvbunny View Post
    So I guess nothing really changed by much, and RDM pretty much got shafted once again, and again, and again. I am just baffled by some of the decisions that the SE team made. Give RDMs more SPECIFIC spells that actually works and useful instead of a little bit of this and a little bit of that crap.
    You're awfully in the know about what we're going to get despite the mostly vague details in the DEV post.
    (0)
    "NeED★RdM? PLeaSe sENd★teLL!"

  8. #8
    Player idx1's Avatar
    Join Date
    Jun 2011
    Posts
    43
    Character
    Seconds
    World
    Odin
    Main Class
    RDM Lv 96
    Give Reds the ability to grant physical and/or magical shield effect that doesn't stack with each other and lasts for 5 seconds with a high mp cost - to help negate severely damaging TP moves to a tank or himself.
    Not so OP because timing and player skill is crucial.

    The only way enspells are gonna be better at this point is if Reds have an ability to increase the potency or duration of a particular de-buff associated with an en-spell element. For example Slow II or Paralyze II staying 'sticked' with Enstone or EnBlizzard, aside from that lolrdmmeleestopitgtfokthx.

    What of the issue of Red's barspells? Is it the Dev's vision to see a Red barelement himself and his party wipes from an elemental explosion and the only one left standing is a Red? So that he can chainspell raise everybody just so that they can get mpk-ed again and see how useless it was inviting a Red for party support?

    I don't know what other Enfeebling spells are in the works but I'm certain it won't be anything nearly as effective as an exclusive RDM stun effect spell based off Enfeebling magic.

    I'd be all for just deleting the job if it wasn't for the fact that it's a good sub.
    (0)

  9. #9
    Player Daniel's Avatar
    Join Date
    Mar 2011
    Posts
    95
    Character
    Danial
    World
    Odin
    Main Class
    NIN Lv 99
    Am I the only one that was disappointed that not a single thing was mentioned in regards to cure V or even the aura affect on our enhancement spells? These two things alone will decide if its time to hang up the Chapeau for good or not... Yet all they talked about was enfeebles and mele... honestly rdm mele is a dead concept, you want to mele like a mele, level a mele job.
    (2)

  10. #10
    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Daniel View Post
    Am I the only one that was disappointed that not a single thing was mentioned in regards to cure V or even the aura affect on our enhancement spells? These two things alone will decide if its time to hang up the Chapeau for good or not... Yet all they talked about was enfeebles and mele... honestly rdm mele is a dead concept, you want to mele like a mele, level a mele job.
    If it was a dead concept, so many players wouldn't be so loud about it. It's one of the few things that define this job as it's archetype away from the now many other mage job archetypes available in the game. And while I completely agree that for HNM fights our primary source of contribution should be magical, those improvements should not come at the full neglect of our martial status. As the level cap goes up, there's going to continually be more content Red Mage is going to pull their blades out for, as the wealth of content for this game just gets richer. (Till we hit PS2 limit.)

    Cure V, and the concerns about it have been addressed through Scholar update patch notes: They're trying to avoid the same bread and butter cure power and give alternatives. We're probably more likely to see Regen III on our list than Cure V if that is their approach. If the lack of Cure V makes you want to hang up your hat, continue to play WHM.

    Red Mage is one of the most popular mains in the game, it's healthy for the community that it shaves off a few people to other jobs they enjoy more.

    As far as the Aura type buffs, that's a valid question, IMO, and it wasn't addressed. I'd like to see what their response to that is.

    The way you word this worries me.
    Why should it?

    It exactly follows the "Melee Fodder, Magic Bosses" approach that has been the Red Mages staple since people played it. I've said so many times before Dulle, but your approach to the job is too extreme. The job needs to be tweaked, not re-written. More important than the Melee aspect of the job is to improve the use and effectiveness of our buff/debuff game, then our Melee side can either tie into that, or be given a general performance buff to compensate for the separation.

    If I'm to gander a speculation as to what was said. Essentially they like the fact that our debuffing concepts and our melee concepts are kept separate roles. Essentially, that when we are put in situations in which our debuffs are not effective because the monster is dieing too fast, that's when we're pulling out our swords. And the situation between when you melee, and when you focus primarily on debuffing, is a gradient as opposed to a checklist. The longer the fight, the less our melee becomes effective and the more effective our debuffs become. (Buffing being universal between these)

    I can live with that.

    However. That means I want more effectiveness in both melee and debuff aspects for their intended areas. (HNMs need to be more susceptible to debuffs and have a wider array of debuffs to inflict them with, and RDM's melee performance should be more influential on lesser monster. Either by a straight performance boost, or a means of assisting the party's damage better.) So far, SE's shown that that's about what they're doing, but in their usual "This is way too vague for you to start harping on us about the specifics until the patch is out." deal.

    I'm interested in seeing where SE goes with this, and am glad that the 'stri' file was actually for Red Mages. Looking forward to seeing the job adjustment details.
    (3)

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