I'm all about Reflect for RDM. I'd love to see it implemented the way it was in FF Tactics, where the spell was reflected based on the relative position and direction of the target to the caster. I think it would be awesome to see Death reflected off the tank and onto the WHM if the tank was facing the WHM!
I'll make an educated guess and say that probably won't happen, so I'll vote for Rog's concept - make it reflect any and all spells cast on the target, including curative and buff spells. I wouldn't want the effect removed after a single spell if that were the case, though, so...
Additionally, I'd like to see it with a 1 second casting time and 10 second duration, so it has to be timed just right. Although, implementing it this way would also probably require that ever popular Doublecast trait, since more often than not I'd be casting some cycle spell when the chat log text that signified the need for Reflect came up.
To counter the caster absorption problem, they could reduce the damage of a reflected spell by 3/4 for one. Then open up the possibility of gear and merits enhancing/augmenting Reflect's potency. Also, I don't think it would be a bad thing to have a possibility of the mob absorbing the element. It would be something you had to judge before choosing to use Reflect, which would make it more interesting.
The other issue I see is coordinating Reflect with Stun. So many of us are used to stunning any major damage spell that you'd have to learn and coordinate amongst the team whether you actually wanted to stun something or try and reflect it. Again, I think this would make Reflect more interesting.
I'd really like to see the dev team take a stab at implementing some of these long-requested classic spells missing from FFXI. Reflect, Confuse, Ultima to name a few. The old "game breaking" and "doesn't fit into FFXI" concepts should be easily handled through various adjustments like potency, accuracy, casting time, MP cost, duration, etc. I never imagined an Esuna that would remove three debuffs, but its implementation in requiring a stance change and the debuffs to be on the WHM were creative ways to make it incredibly useful without it being brainlessly overpowered.

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