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  1. #1
    Player Urteil's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Inafking View Post
    I like what they had to say about enfbling magic. Like a lot of other jobs, even with capped skill it's useless without expensive / time consuming gear.

    They did not mention enhancing magic, however. I'd like to see more than Refresh2 for RDM's exclusive buffs.

    Also, where's the mele? I want my sword to be more useful.

    I'd like mine to be useful too.
    (2)

  2. #2
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Greetings red mages!

    Thanks for all of your feedback and sorry to keep you waiting! Here are a handful of responses we got from the development team in regards to your questions and requests.

    Do you have any plans to enhance the viability of our sword-wielding proficiency?
    As was stated in the preface of the job adjustments concept, the core concept of these adjustments is to make each job useful in HNM fights as well as other battle-related content. That said, we mentioned that the job adjustments will focus on party structuring, but that doesn’t mean that we will not be looking into the sword-wielding proficiency of red mages. We are actually planning adjustments to red mage’s proficiencies in the upcoming version update.

    Make it possible to add enfeebling effects to En-spells.
    We have no plans for this at the moment. When looking at the current system, where enfeebles take place using magic and En-spells increase damage, we’re pretty satisfied with the current separation of the two.

    Add higher tier En-spells.
    Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.

    Add an ability that enhances the effect of En-spells.
    We would like to look into perhaps having this take place through merit points.

    Make it possible for red mage to use Enlight and Endark.
    Enlight and Endark are special magic spells for paladin and dark knight respectively and we have no plans to add them to red mage at this time.

    Get rid of the 100% enfeeble resists on some monsters.
    In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.

    Add new enhancing magic.
    Since enhancing magic is an area that red mages excel at, we would like to add something. We have been receiving a lot of ideas for enhancing magic and we will be keeping them in mind when exploring this subject.

    Will red mage be able to the use the higher tier Gravity?
    We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.

    Allow red mages to use one-hand sword weapon skills that can only be used by certain jobs and support jobs. We also want staff weapon skills.
    We will be looking into both of these along with the weapon skills revamp.

    Give red mage the “Fencer” job trait!
    We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.
    (16)
    Devin "Camate" Casadey - Community Team

  3. #3
    Quote Originally Posted by Camate View Post
    Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.

    We would like to look into perhaps having this take place through merit points.
    Before anyone asks about adding en-spell III, perhaps en-spell IIs should be improved. What is the purpose to the tier II en-spells charging up? (Did someone watch too much DBZ before this was implemented?) Why only have it proc on the first hit? There aren't that many Kraken Club RDMs out there to justify punishing dual wielders, double-attack builds, and Joyeuses.

    And if there is a merit for improving en-spell potency, every other RDM merit would have to be awful to even consider upgrading it. "No, sorry, I don't have Slow III, Paralyze III, or Dia IV; I maxed out en-spell potency instead." Unless we are going to be able to cap the entire group of merits which would be awesome and would never happen.

    Quote Originally Posted by Camate View Post
    In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.

    We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.
    Nearly every monster that matters is immune to at least one enfeeble. (And most more than that.) For example, you cannot land Gravity on any NM in Abyssea as far as I can tell, and I cannot think of a single casting NM in Abyssea that can be silenced.

    This problem goes all the way back to Sky where no matter how well-geared you were you could not consistently land enfeebles on the Shijin, even with Elemental Seal. (Not sure how thing are now that we are past level 75.) Each one of the Jailers was immune to certain enfeebles, maybe my memory is faulty after all of these years, but I seem to remember a disproportionate number of them being immune to Paralyze II. This has been the main problem with Red Mage since I got to level 75 back before CoP- the job's only real function is Refresh, Haste, and back-up cures in nearly every important fight since our A+ skill spells are a coin flip at best in most of them.
    (5)

  4. #4
    Player Aliekber's Avatar
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    Mar 2011
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    Quote Originally Posted by Camate View Post
    Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.
    Interesting. I wonder what this means, since they already said they want to keep Enspells and Enfeebling separate.
    (2)
    Aliekber of Carbamesh
    RDM BLU SCH DRG PLD BLM NIN

  5. #5
    Player Hyrist's Avatar
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    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Thanks Camate for relaying the response. Please let the developers know that we appreciate the answers and to please continue providing ongoing feedback for us. The more open means of communication is greatly encouraged.

    Quote Originally Posted by Camate View Post
    Greetings red mages!

    As was stated in the preface of the job adjustments concept, the core concept of these adjustments is to make each job useful in HNM fights as well as other battle-related content. That said, we mentioned that the job adjustments will focus on party structuring, but that doesn’t mean that we will not be looking into the sword-wielding proficiency of red mages. We are actually planning adjustments to red mage’s proficiencies in the upcoming version update.
    This is much the answer I expected, and thank you for the reply. It is a deep concern for certain circles within the Red Mage Community that this aspect of the job has been somewhat neglected. We're thankful to hear that the Development Team are keeping an eye out for one of the selling points of the job.

    As far as the specific adjustments, I speculate that we're included in the weapon skill adjustments and perhaps we shall be given a boost to our Sword and possibly Dagger Skill Rating as well.

    This being said are there any plans in increasing the damage yeild/effect of Death Blossom, or perhaps a higher potency of the effect?

    We have no plans for this at the moment. When looking at the current system, where enfeebles take place using magic and En-spells increase damage, we’re pretty satisfied with the current separation of the two.
    I notice that enhancing effects, such as increased attack, critical hit chance/damage, and other such effects that could increase the performance of the Red Mage has not been disqualified by this statement.

    Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.
    I'm looking forward to the mechanics seen in this. A question in relation: Is it possible for Enspell effects (Particuarly the new type of enspell) To assist in any bearing as to the damage output of Weapon Skills?


    We would like to look into perhaps having this take place through merit points.
    With the increase of various different kind of Merits accessible in the merit points system, can we expect that individual job categories will also receive an increase in maximum point allotment, like we have seen with Combat and Magic skills?


    Enlight and Endark are special magic spells for paladin and dark knight respectively and we have no plans to add them to red mage at this time.
    You'll find no quarrel with me here with that one. I'm in complete agreement.

    In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.
    I'll take this in translation that monsters that are 'highly resistant' to status effects will become more susceptible to them in the future.

    In reply, the developers stated that they were planning on creating more Debuffs for Red Mages to utilize. Understanding that the update premise is to create a more unique role for Red Mages during HNM and Battle content, can it be a safe assumption that these new debuffs will be more effective against these particular monsters than our current line of enfeebles are now in terms of resistance?


    Since enhancing magic is an area that red mages excel at, we would like to add something. We have been receiving a lot of ideas for enhancing magic and we will be keeping them in mind when exploring this subject.
    A common complaint about Red Mages is the taxing load of having to cast spells on each member of the party individually and repeatedly. Are there any plans to help further elevate the taxing experience that single target enhancing magic spells can create, in light of receiving more enhancing magic spells?

    We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.
    We look forward to hearing more about what the development team decides. Please keep us informed.

    We will be looking into both of these along with the weapon skills revamp.


    We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.
    With this in mind, can we come to expect that the available high-performance melee enhancing equipment available to Red Mage will be increased as more gear becomes available. There has been quite a large amount of improvement for many jobs in this regard, however. Red Mage has been mostly regulated to wearing level 75 gear when it comes to wearing melee gear.

    Also, there seems to be a very small amount of equipment that can enhance the damage of our Enspells, can we see the possibility of more gear, or even augmented gear, that would assist in this?


    Again, thank you very much for the feedback and your time.
    (2)

  6. #6
    Player Deadvinta's Avatar
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    Mar 2011
    Location
    Adoulin
    Posts
    154
    Quote Originally Posted by Camate
    We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.
    Seriously? That's stupid. Do the SE developers realize that BARD has the fencer trait, with absolutely no need for it? Red Mages need the trait more than they do, even if we only get tier one, and there are already swords and other gear that have better priority for melee over whatever you'll be adding with a fencer effect. Get your heads out of your asses and give us Fencer, damnit.
    (6)

  7. #7
    Player idx1's Avatar
    Join Date
    Jun 2011
    Posts
    43
    Character
    Seconds
    World
    Odin
    Main Class
    RDM Lv 96
    It's more convenient for Reds as players to lug around an extra set of gear that give fencer trait rather than coding that in.
    Just see it as the overall effort going towards RDM.

    I'd be overjoyed if they'd just give me the option of transferring my Red levels to another job.

    A good Red is dependent on gear swaps so they probably figured, 'they're used to it, so why not'.
    (0)
    Last edited by idx1; 08-09-2011 at 03:56 PM.

  8. #8
    Player CapriciousOne's Avatar
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    Aug 2011
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    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by idx1 View Post
    It's more convenient for Reds as players to lug around an extra set of gear that give fencer trait rather than coding that in.
    Just see it as the overall effort going towards RDM.

    I'd be overjoyed if they'd just give me the option of transferring my Red levels to another job.


    A good Red is dependent on gear swaps so they probably figured, 'they're used to it, so why not'.
    Um that is what you call "LAZY" but right now I dont really care since I solo but swaping gear especially weapons is bs and wipes tp gained but since most parties b & moan about meleeing I guess that makes it a non issue. in any case I"m not filling up my hard earned inventory space with crapload of gear.
    (1)

  9. #9
    Player Swords's Avatar
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    Mar 2011
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    354
    Quote Originally Posted by CapriciousOne View Post
    Um that is what you call "LAZY" but right now I dont really care since I solo but swaping gear especially weapons is bs and wipes tp gained but since most parties b & moan about meleeing I guess that makes it a non issue. in any case I"m not filling up my hard earned inventory space with crapload of gear.
    Swapping gear isn't really what's BS, it's the fact we need to carry around so damn much individual gear for each cast situation to the point it's ridiculous. It would not be half as bad if much more gear coincided with each other better, like a high 10+ MND/INT/Cure Potency/Enhancing skill piece or a good 5+ M.Acc/Elemental Skill/MAB piece, something that has a good balance and works well with each other, but often times we need to carry an individual set for the 6 types of magic we are casting.
    (0)

  10. #10
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    658
    Quote Originally Posted by Deadvinta View Post
    Seriously? That's stupid. Do the SE developers realize that BARD has the fencer trait, with absolutely no need for it? Red Mages need the trait more than they do, even if we only get tier one, and there are already swords and other gear that have better priority for melee over whatever you'll be adding with a fencer effect. Get your heads out of your asses and give us Fencer, damnit.
    While I question how useful Fencer would actually be (in the world where dual wield stomps single wield), I agree with this sentiment. You're tossing in fixes through gear. Which means they don't shake or otherwise affect class identity and instead lean more toward the territory of "toys".
    Quote Originally Posted by Camate
    As was stated in the preface of the job adjustments concept, the core concept of these adjustments is to make each job useful in HNM fights as well as other battle-related content. That said, we mentioned that the job adjustments will focus on party structuring, but that doesn’t mean that we will not be looking into the sword-wielding proficiency of red mages. We are actually planning adjustments to red mage’s proficiencies in the upcoming version update.
    The way you word this worries me.
    (2)
    Last edited by Duelle; 08-09-2011 at 04:52 PM.
    * 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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