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  1. #1
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    Mar 2011
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    I simply don't see the JT being useful outside of solo as things currently stand. It's not as if we get useful shields bar Genbu's - or are tanking with said shield(s) - so as far as I'm concerned Fencer is superfluous at best.
    (3)

  2. #2
    Player Quetzacoatl's Avatar
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    Mar 2011
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    Character
    Quetzacoatl
    World
    Leviathan
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    DRK Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    I simply don't see the JT being useful outside of solo as things currently stand. It's not as if we get useful shields bar Genbu's - or are tanking with said shield(s) - so as far as I'm concerned Fencer is superfluous at best.
    You could say the same for BRD, as well.

    Just sounds like a slap in the face.
    (4)

  3. #3
    Player Ketaru's Avatar
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    Mar 2011
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    Windurst
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    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Quetzacoatl View Post
    You could say the same for BRD, as well.
    Job traits have largely been hit or miss (mostly miss) for jobs ever since level 80. It's almost a lost cause to expect any particular job trait. If you're really serious about melee, it might be time to stop asking for things just to be consistent with a perceived job image, and start asking for things that are actually consistent with what the job has now.

    If you want to frontline, you treat yourself like a 1hand weapon user like THFs or BSTs or NINs and you duel wield. Why not start suggesting something like:

    Elemental Force JT
    Increases Sword Enhancement magic damage and raises Magic Accuracy for the corresponding Sword Enhancement magic element.

    There, a job trait consistent with inherent aspects of XI RDM, an existing archetype in Square Enix's JRPG series (we want them to put their foot down and just stick to a direction with the job already, but SE themselves are slow to let go of their "magical swordsman" image), and it serves both a frontline and backline purpose.

    How about we start seeing things like that instead of traits most of us won't even have value for? But I know some of you won't like my idea because now you'll just have to start cycling Enspells to raise your magic accuracy for individual spells...Some of you have even asked for nerfs to our magical side of things.
    (0)
    "NeED★RdM? PLeaSe sENd★teLL!"

  4. #4
    Player Quetzacoatl's Avatar
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    Mar 2011
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    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Ketaru View Post
    Job traits have largely been hit or miss (mostly miss) for jobs ever since level 80. It's almost a lost cause to expect any particular job trait. If you're really serious about melee, it might be time to stop asking for things just to be consistent with a perceived job image, and start asking for things that are actually consistent with what the job has now.

    If you want to frontline, you treat yourself like a 1hand weapon user like THFs or BSTs or NINs and you duel wield. Why not start suggesting something like:

    Elemental Force JT
    Increases Sword Enhancement magic damage and raises Magic Accuracy for the corresponding Sword Enhancement magic element.

    There, a job trait consistent with inherent aspects of XI RDM, an existing archetype in Square Enix's JRPG series (we want them to put their foot down and just stick to a direction with the job already, but SE themselves are slow to let go of their "magical swordsman" image), and it serves both a frontline and backline purpose.

    How about we start seeing things like that instead of traits most of us won't even have value for? But I know some of you won't like my idea because now you'll just have to start cycling Enspells to raise your magic accuracy for individual spells...Some of you have even asked for nerfs to our magical side of things.
    Eh, thought it was just worth a shot, y'know?
    (0)

  5. #5
    Player Greatguardian's Avatar
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    Mar 2011
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    Quote Originally Posted by Ketaru View Post
    we want them to put their foot down and just stick to a direction with the job already, but SE themselves are slow to let go of their "magical swordsman" image
    Er, sorry, I just noticed this, but as far as I can tell, SE has fairly solidly put their foot down and said that Red Mage is an Enhancing and Enfeebling mage. The only reason they bring up melee at all is because so many people here post about it, and even then they clearly stated that they were looking to improve Red Mage's HNM-level party/group play and focus on its Enhancing and Enfeebling prowess.

    It's a niche group of players who are keeping the "Magical Swordsman" archetype alive, that and a 10-year-old character blurb on a website that likely hasn't seen any updates to the old job sections in ... well, 10 years. Everyone else, SE included, is perfectly content with Red Mage as a Buff/Debuff master with a broad range of spells across both the light and dark spectrum.
    (1)

  6. #6
    Player Ketaru's Avatar
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    Mar 2011
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    Windurst
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    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Greatguardian View Post
    Er, sorry, I just noticed this, but as far as I can tell, SE has fairly solidly put their foot down and said that Red Mage is an Enhancing and Enfeebling mage. The only reason they bring up melee at all is because so many people here post about it, and even then they clearly stated that they were looking to improve Red Mage's HNM-level party/group play and focus on its Enhancing and Enfeebling prowess.

    It's a niche group of players who are keeping the "Magical Swordsman" archetype alive, that and a 10-year-old character blurb on a website that likely hasn't seen any updates to the old job sections in ... well, 10 years. Everyone else, SE included, is perfectly content with Red Mage as a Buff/Debuff master with a broad range of spells across both the light and dark spectrum.
    Said niche group of players have been around just as long as this game has so you might also want to get used to the unpleasant reality that you share the exact same game with them. For a minority, they are extremely vocal and the ones that are vocal will get their voices heard. That is the entire point of having an Official forum.

    People who post here for our magical side of things only do so only as a reaction to the people who want to push us to the front. Is wanting a melee update really so terrible? Would it be a problem to at least ask for a cost-of-living-adjustment sort of update? We did, after all, always used to have a wide range of gear selection to choose from. Did that gear selection really have to shrink after Abyssea? Is the fact that people stay so mum about our casting testament to our proficiency as a mage being A-OK? Maybe "perfectly content" is what's the problem here.

    BLU got a spell that allows them to temporarily increase the Attack and Magic Attack Bonus. Where are the requests for a similar spell that allows us to raise the Accuracy and Magic Accuracy of a fellow player? Why don't we take a cue from Abyssea and ask how a spell that raises Critical Hit Damage might work? Or hell, why don't take SE's intent on giving more jobs endgame roles the whole way and get some spells that directly enhance a player's pets? We ought to be expanding the amount of jobs we can work well with instead of this systematic nonsense of excluding pet jobs simply because they don't get the full benefit of player enhancements.

    Even ignoring new spells, we've still got a situation where Saboteur is problematic in how it doesn't guarantee an Enfeeble will land. That's fine, but how about at least making it so Saboteur doesn't get consumed until an Enfeeble is successfully landed?
    (2)
    Last edited by Ketaru; 08-12-2011 at 05:22 AM.
    "NeED★RdM? PLeaSe sENd★teLL!"

  7. #7
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    Quote Originally Posted by Ketaru View Post
    Even ignoring new spells, we've still got a situation where Saboteur is problematic in how it doesn't guarantee an Enfeeble will land. That's fine, but how about at least making it so Saboteur doesn't get consumed until an Enfeeble is successfully landed?
    I am so onboard for this. It has been pissing me off no end this week as every time I Saboteur something it gets resisted. Elemental seal doesn't even help, it seems like some NMs have a floored land-rate no matter how much Magic Accuracy you're stacking. They're not immune, they just resist everything except for that one time the enfeeble will land just to prove the NM isn't outright immune. Saboteur getting burned on a resist every single time just gets old fast and I would love to see that change.
    (3)

  8. #8
    Player Rayik's Avatar
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    Apr 2011
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    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Quote Originally Posted by cidbahamut View Post
    I am so onboard for this. It has been pissing me off no end this week as every time I Saboteur something it gets resisted. Elemental seal doesn't even help, it seems like some NMs have a floored land-rate no matter how much Magic Accuracy you're stacking. They're not immune, they just resist everything except for that one time the enfeeble will land just to prove the NM isn't outright immune. Saboteur getting burned on a resist every single time just gets old fast and I would love to see that change.
    I agree with this in full. If the JA doesn't help in actually landing the spell, then they need to lower the recast of it. It makes us look silly when we Saboteur a spell and it still misses.
    (2)

  9. #9
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    Aug 2011
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    Quote Originally Posted by cidbahamut View Post
    It has been pissing me off no end this week as every time I Saboteur something it gets resisted. Elemental seal doesn't even help, it seems like some NMs have a floored land-rate no matter how much Magic Accuracy you're stacking. They're not immune, they just resist everything except for that one time the enfeeble will land just to prove the NM isn't outright immune. Saboteur getting burned on a resist every single time just gets old fast and I would love to see that change.
    This +1. If Saboteur also having Elemental Seal-like effect would be seen as redundant or or just be ineffectual, at least the recast of the ability could be drastically lowered.

    A change to how some things have a vendetta against enfeebles would be nice, too. A monster should either be easy to enfeeble, difficult to enfeeble, or flatly immune. There's no reason for anything to resist 95% of the time (regardless of equipment and stuffs) just so you'll be forced to try over and over again.
    (0)