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  1. #1
    Player
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    Mar 2011
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    Too many people in here are bitter and out for vengeance rather than intelligent game design. Take your personal vendettas and collectively shove them.
    (2)

  2. #2
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Just look at the people making the snide / trolling comments, seriously. You have BLU's, WAR's, MNKs, NINs, DNCs and every other job in the spectrum crying and throwing a hissy fit that they aren't getting temper *cough* I mean RDM isn't going to be able to cast it on them. They point and blame the older RDM's for it, so guys be prepared for some real back-lashing going on in-game after this update. I'm come to the conclusion that these people would prefer SE to delete the job RDM from the game then for SE to buff the melee aspect of RDM. Once your faced with that kind of ignorance you can't rationalize with them, just click ignore and go on your way, not worth the effort to respond anymore.
    (3)

  3. #3
    Player Supersun's Avatar
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    Mar 2011
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    I know, it hardly makes sense that people are this adamant about Temper being self-cast only when not even us receiving shield mastery got half as much attention.
    (3)

  4. #4
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    Quote Originally Posted by Supersun View Post
    I know, it hardly makes sense that people are this adamant about Temper being self-cast only when not even us receiving shield mastery got half as much attention.
    A lot of the new job traits have been given out seemingly at random, and most are useless even on the "right" job, so that probably just felt like par for the course for most folks.

    Also, this topic isn't even a discussion about game mechanics or anything else anymore, just people yelling nonsense at each other. It's less than startling that Red Mage received a new self-cast spell to enhance it's melee damage. Even if Temper is 100% Double Attack, it won't be the ridiculous buff that some of the Coalition for Hitting Things with Things while in Red Trousers members would like to see.

    It would have been neat for this spell to work on party members, but this outcome was way more likely. Almace users just got a cool spell. Good on them. I don't see what the fuss is about.
    (0)

  5. #5
    Player Quetzacoatl's Avatar
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    Mar 2011
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    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    To be quite honest, my stance on the whole RDM Melee situation is, I'm neutral to it. And after looking into Temper being self-target only, it made me contemplate a few things, especially in my outrage thinking that we still won't be getting a spot in abyssea because of our lack of buffing options on the backline.

    I'm condensing a bit of this in hide/show boxes to reduce "tl;dr" syndrome and "ZOMG WALL OF TEXT" disorder. I don't want to double-post, so I provided a summary at the bottom if you want skip the big details. In any case, I doubt the Community Reps want to spend the time to read this post in particular, but you know what? To hell with it, I'm doing it anyway.

    Foreword
    I used to be all about it in the level 75 years, especially when I did campaign, experimented with party grouping, and areas where it would be beneficial with minor risk. And yes, a few degrees of soloing. Before abyssea we were presented with many opportunities to do it, with a respectable selection of gear to use for it, even when the stigma of the idea of a "magical swordsman" wasn't optimal for the endgame side of the game. In fact, 80% of the time, when we see a rapier-wielding, classy-suited figurehead point their weapon at a gigantic fiend, a group of heavy-armored soldiers would laugh at this person. And that's really the big problem- the more seasoned players will always find a way to optimize the specialties of all the jobs that are laid out to them. So, this Estoqueur in Red is probably smirking. Why?

    The Duelist has a few tricks up their sleeve- Crippling the monster with debilitating Enfeebling Magic and the ability to magically Enhance their prowess of their own abilities and allies. Normally their weapon would break, trying to pierce the stiff hides of these abominations. So they have this magic to fall on, on top of a few things they learned from a few White Mages and Black Mages. Hell, they even concocted some of their own exclusive spells. Spells they wish they could use more effectively in the frontlines, too.

    Issue Number 1:
    Spontaneity is a good start in the right direction, though I honestly doubt it will be a stand-alone JA that doesn't wear off after a spell is cast. The key word in the description would be "occasionally" reduces casting time if it were so. Not to mention, Red mage is a job that has a long casting cycle of enhancing magic to cast on party members. This answers the call to RDM having some form of faster casting stacking on top of, and the icing on the cake in terms of removing the cap on Fast Cast.

    Too much time casting = loss of DPS which = lower damage output. The less time casting means the more time you can get to doing something else- like nuking. And that also rules out the Melee option, since Estoqueur+1/+2 gear has now given RDM more Magic Attack Bonus options through gear. And that brings another thing- Melee gear selection.

    Issue Number 2:
    Red Mage is not expecting to outclass a Warrior or Monk in physical damage (Elite Melee RDM vs Naked MNK anyone?). Let's be real with that. But with the Advent of Almace being used, we can certainly see some potential to at least add in something extra. Mainly, as the other side of the coin to Blue Mage. Blue Mages throw out their High-power Physical Magic and drop on magical healing magic that rivals most support healing, while Red Mages take advantage of their Enfeebling and Enhancing Magic to turn the tide. The big concern here, however, is feeding TP to the monster. While BLU or any other sword user is widely viewed as an exception to the TP-feeding stigma, RDM ultimately suffers from it.

    Because of the ratio in which subtle blow is applied to a Melee hit, it is often considered undesirable as usually more unnecessary Melee hits would give more TP to a monster that would possess dangerous special attacks. There isn't an easy answer to this one, except perhaps...adding a degree of subtle blow to Composure? Even if the bonus is small, it would do more to prevent TP spam, especially in this scenario:

    If a RDM is doing 500-something on a Chant du Cygne in Abyssea...okay, they're clearly doing it wrong, because they're wearing gear suited for the Backline role. Personally, I'd look at a minimum of 2200-2500 damage on Chant du Cygne to be decent in Abyssea. But it's not like RDM wants to do it wrong. This issue is where meleeing on RDM gains its overwhelming notoriety. The job just has such a small selection of gear to support its ability to deal respectable damage.

    At the very least, the game should let RDM share some of the gear that jobs like THF/BLU/DNC could use. I'm already snickering at the thought of my RDM wearing Loki's Kaftan. While this certainly doesn't seem like an option in the eyes of the players, if RDM were able to get these goodies, its competition will always pull ahead as its competitors should. As long as RDM has the ability to keep up with enfeebles and enhancements, what would it hurt except monsters?

    Issue Number 3:
    As for the topic of Enspells, it's an often relied on series of spells that support their melee output. However, even with what could have been a beneficial perk, the Enspell II line and its effect of lowering elemental resistance had proven unfavorable in the means of using multi-hit weapons. Perhaps there is a solution to this, with word that there is a new line of Enspell coming soon.

    Instead of adding Enfeebling effects to Enspells, as the suggestion was thrown out the window by the developers, why not turn it the other way around and make it so they lower Enfeebling resistance? Fire would reduce Addle Resistance, Ice would reduce Paralyze/Bind resistance, Wind would reduce Gravity/Silence resistance, Earth for Slow, Thunder for Thunder-based enfeebles (if there are any that isn't Shock), and Water for Poison. Each Melee hit would lower resistance by a certain percentage per hit, depending on the elemental resistance of the monster, and while enhancing magic increases the potency of the enspell damage, Sword Skill could be necessary for the resistance effect to add up. It would provide that middle ground between providing a niche that stacks with other spells that lower elemental resistance, while giving an expanded use of Temper and being able to Melee on the frontlines when it works best for the strategy.


    In short, There needs to be a sort of middle ground to encourage switching between frontline and backline duties, and most of all an incentive that will allow seasoned people and endgame groups to say, "bring your Melee weapon too, we'll need you using [insert ability here] for this beast." Therefore, we'll have to see a lot to put into Red Mage to make frontline capabilities actually desireable.

    Abilities like Spontaneity and Fast Cast give Red Mage slightly more room to breathe after finishing their enhancing magic cycles of Refresh, Haste, Phalanx 2 and so forth. If done right, Red Mages should be able to do more than just stand around waiting for the next round of Enhancing Magic cycles for the party.

    Then, to add support damage on the front lines, more Light-Armor DD Gear variety is needed to push its currently low Melee output into respectable but not overpowering damage. Some of the pieces RDM gets are often outdated for the level 90 era to be worth using much of, so a little more freedom of gear choice could help. We shared a good amount of gear with BLUs, THFs, NINs, and DNCs, so why not this time?

    Finally, Enspells need a major overhaul in which they function, like adding the ability to reduce Enfeeble Resistance with them. If we want to be able to see them used, they should fulfill a niche that's worth taking advantage of on the frontlines. I don't know what SE was thinking when they made the Enspell 2 line single-hit only, but its limits are detrimental to their relevance. Making the Enspell line provide some kind of niche practical enough to be worth using in an alliance situation should be something to consider as well. If it doesn't, well, clearly it's just there to deal damage, and any other damage dealer can provide that.

    So if all this can be implemented somehow, we could see some potential. Otherwise, I'm just going to sit back with the other mages, cast with my Elemental Staves, and just go whack at something as either another job, like my Caladbolg DRK, or solo on Red Mage at the end of the day. Because that's always more appropriate than just poking your sword at Orthrus, Alfard or Apademak, while hardly making a dent.

    And Going semi off-topic, but in mentioning thunder-based enfeebles, I would like to throw in an idea for a new exclusive Enfeeble: Seizure. It should be Thunder Elemental, and it could provide some interesting use- "Sends the target into a self-inflicting mental shock." We haven't really seen a stand-alone enfeeble that is thunder-based and would make a target hurt itself. You have to admit, though...it would be pretty hilarious. I wouldn't mind it having a 20%-25% base proc rate, personally. Not to mention, it's something that could add some support damage if the RDM decides to Melee. It's an idea to consider for the 99 update.

    I typed all this on my cell phone going on a road trip today too, lol.
    (3)
    Last edited by Quetzacoatl; 08-25-2011 at 02:03 PM.

  6. #6
    Player Crimson_Slasher's Avatar
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    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    See thats what a lot of us melee are looking at, thankyou Quetzacoatl. We want acknowledgment that there are issues, and its not so much the class itself as the hand we have been delt. Gear is an issue, weaponskills are an issue, and our other abilities/spells are a blessing and a curse!

    We arent expected to buff ourselves, we are expected to buff others, but on paper this spell could offer some good things. Rdm with good haste gear can be rocking 40% haste, and if allowed to sub nin, dual wield III, so it can add up pretty decently on attack rate, add in multi-hit procs with some okay weapons, and we are okay DOT fighters, but even in my ws gear on rdm (im not a CDC rdm, i cant be bothered to get it) my death blossoms clock in at 1100ish with dia III on bats in zeruhn, is it amazing? nope, my drk does that in its sleep, but i certainly used to build tp faster than my drk before the last resort adjustment, though it is handy too when i can do some damage in situations where i dont need to do magey things.
    (0)

  7. #7
    Player Rayik's Avatar
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    Apr 2011
    Posts
    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Hitting things with a sword while wearing red pants is starting to actually sound like being a Red Mage again. This isn't "the fix", but it's a damned welcome addition. I'm eagerly curious what the "WS Adjustments" portion of the update is going to entail.
    (3)

  8. #8
    Player Shiyo's Avatar
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    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Quote Originally Posted by Rayik View Post
    Hitting things with a sword while wearing red pants is starting to actually sound like being a Red Mage again. This isn't "the fix", but it's a damned welcome addition. I'm eagerly curious what the "WS Adjustments" portion of the update is going to entail.
    By red pants you mean Nashira? Or do you plan to be TPing in pants with 0% haste? Also those 3% haste ta/da pants are better than nashira, so are ASA haste/acc pants. You should have cure potency on them anyways, so you can't make acc/haste ASA pants

    Actually, when the hell did a RDM ever melee in red pants? None of our AF gives us any beneficial melee stats.......
    (0)

  9. #9
    Player VraeliaRDM's Avatar
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    Aug 2011
    Location
    Bismarck
    Posts
    21
    Character
    Vraelia
    World
    Bismarck
    Main Class
    RDM Lv 99
    To be honest, Temper was a FF1 RDM-only spell that granted you more 'hits'. It was only natural that SE would have gave RDMs this ability. However, I wish you could cast it on others as well as yourself. This would make RDMs more beneficiary again. Further more, RDM solo with Dual Wield with Temper with good Swords equiped....this is a good thing for RDM. I sometimes love going off on my own and soloing things, just to test my might as a RDM. This is a good advancement for us, RDMs. Thank you, Square Enix.

    For WHMs and BRDs to get Addle, I am quite mad over this. I thought RDMs would get something that was so beneficial that would let us RDMs be back in the 'need' position. I guess not anymore. Thanks, SE.

    For Reraise 1, and Raise 2, we should have got this long ago. If not Raise 2, Reraise 1, since we have learned Raise 1 at what...37 level? Can't remember. <.<

    Cure V, RDMs don't need this. RDMs need some sort of Healing bonus with the already learned Cure Spells. But don't let it be overpowering to make the WHM be out of a job.
    (1)

  10. #10
    Player Malacite's Avatar
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    Mar 2011
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    228
    Quote Originally Posted by VraeliaRDM View Post
    To be honest, Temper was a FF1 RDM-only spell that granted you more 'hits'. It was only natural that SE would have gave RDMs this ability. However, I wish you could cast it on others as well as yourself. This would make RDMs more beneficiary again. Further more, RDM solo with Dual Wield with Temper with good Swords equiped....this is a good thing for RDM. I sometimes love going off on my own and soloing things, just to test my might as a RDM. This is a good advancement for us, RDMs. Thank you, Square Enix.

    For WHMs and BRDs to get Addle, I am quite mad over this. I thought RDMs would get something that was so beneficial that would let us RDMs be back in the 'need' position. I guess not anymore. Thanks, SE.

    For Reraise 1, and Raise 2, we should have got this long ago. If not Raise 2, Reraise 1, since we have learned Raise 1 at what...37 level? Can't remember. <.<

    Cure V, RDMs don't need this. RDMs need some sort of Healing bonus with the already learned Cure Spells. But don't let it be overpowering to make the WHM be out of a job.

    http://finalfantasy.wikia.com/wiki/Temper


    Not RDM exclusive, and it raises attack by 14. doesn't give extra hits. As I pointed out in the other thread, it's really sad that SE seems to think RDM needs more self-enhancing magic, rather than party buffs. I mean we all know how much RDM sucks at soloing right?
    (0)

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