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  1. #1
    Player Malacite's Avatar
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    Quote Originally Posted by Duelle View Post
    If that's how you feel, how about we steer the discussion in that direction instead of acting like Temper is the last, final spell we will ever get between now and the day the servers shut down for good? More melee gear has always been on the list of requests from the melee camp, so it's not like you're alone in asking for that. And I agree, RDM should be on Homam at the very least.

    There's also the possibility of our low sword skill being dealt with when the revision of weapon proficiencies is done. I'd like all the fixes to RDM melee to be done ASAP too, but some of us see Temper as a step in the right direction.

    What is with people's reading comprehension here?

    What I was getting at was if SE's idea of RDM being a "Master Enhancer" is powerful but self-targeting buffs, then we have a real problem here because all that's really going to accomplish is making RDM even more overpowered when soloing.

    SE is completely ignoring the glaring issues facing RDM as a viable frontline option which I already outlined in my previous post. It's possible but unlikely that all the new magic RDM gets will make up for it's current weaknesses. And even it it does, all that means is you wind up with a very high-maintenance (though somewhat self-sustaining thanks to Composure & Refresh II) frontline job.

    It's great if there's nothing else available, but at this point EXP is so stupidly easy to get and DD's are a dime a dozen so why not just save the hassle and get a proper DD and let the RDM do what they're really meant to. I've long been a proponent of RDM melee and do still feel SE could be doing a lot more to make it a viable option, but even if they do it probably still won't be all that common.

    It's a hell of a lot easier on the devs as well to just fix the minor issues that are plaguing the job, and focus the new spells on buffing the party and giving us more potent enfeebling magic.

    Speaking of which, still waiting to hear about these "Fixes" to Enfeebling that they mentioned earlier at the tail end of the Job Adjustments post (or whichever one it was, it was fairly recent along with WS adjustments etc.) It'd be wonderful, for example, to be able to addle/silence NMs that spam magic even if only for a few moments.

    Break too would be nice. Obviously these fights could become trivial very quickly if SE goes too far with the changes, but it would be nice if the most vital spells that could really make an impact on big fights actually worked for a change instead of just Slow & Paralyze.
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  2. #2
    Player Duelle's Avatar
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    Quote Originally Posted by Malacite View Post
    What is with people's reading comprehension here?
    I'm simply trying to steer the thread into a direction that is not crying over us not getting another spell to cycle under the delusion that it'll make our job "wanted" and "useful", as if Temper being castable on others is the panacea to RDM's woes. This is, of course, ignoring the fact that a number of people who have played the job for a prolongued amount of time hate cycling, and have expressed their feelings on the matter here and on other threads.

    As I've said, right now we should be clamoring for a buff spread/share mechanic unique to our class if you want to help the enhancing side of the job, followed by a mechanic to streamline buffing (something like Readiness). Melee buffs that come with it (gear, revised weapon proficiencies, more WS) are also welcome.
    Obviously these fights could become trivial very quickly if SE goes too far with the changes, but it would be nice if the most vital spells that could really make an impact on big fights actually worked for a change instead of just Slow & Paralyze.
    This is an issue more with the design behind enfeebling than anything else. Though honestly speaking, debuffs generally either increase damage taken, decrease attack, decrease defense, and under certain scenarios, decrease attack speeds. Paralyze alone is super OP from a design standpoint, specially when you're looking at it from the perspective of "what would happen if Para was in X game". It follows the same logic as to why bosses in other games are immune to knock-downs, blanket silences, interrupt abilities barring certain spells that are designed to be interrupted, and so on.

    Sadly, Final Fantasy's debuffs are few and extremely powerful. Yes it'd be pretty damn ridiculous if Confuse, Break, Amnesia and such actually worked on boss level mobs. Now, if you want to go into the topic of enfeebling design, I can tell you that an accuracy down enfeeble would be nice. A notable evasion down that is separate from Gravity would also be very nice (in before "l0lz u cna cap ACC ez"), even better if it can stack with other debuffs that have a similar effect. Dia and Bio stacking on mobs like they can on player characters would also help. I'd be willing to work with it even if it were to follow the "one spell per player" rule; I could live with a RDM casting Dia III on a mob and a BLM casting Bio II or a second RDM casting Bio III with both spells taking effect on the mob instead of overwriting each other.

    Edit: oops. Forgot Bio uses dark magic skill for the dot effect, not the attack down effect.
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    Last edited by Duelle; 08-27-2011 at 10:16 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.

  3. #3
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    Quote Originally Posted by Duelle View Post
    I'm simply trying to steer the thread into a direction that is not crying over us not getting another spell to cycle under the delusion that it'll make our job "wanted" and "useful",
    Wait wait wait wait. Are you saying that a spell that increases double-attack that can be cast on other players would not be useful?
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  4. #4
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    Duelle, I understand that you're trying to make points by comparing stuff in FFXI to stuff in other MMORPGs, but I think gaining a better understanding of what stuff in FFXI actually does would be a better approach.

    Paralyze can't prevent a monster's TP moves, so it's drastically different than all of those abilities you compared it to. In fact, it can't even prevent a player's weapon skills.

    There is an accuracy down spell. It's called Blind. There are two tiers of it, with the second tier being a Category II merit for reasons no sane man will ever grasp. It's sometimes useful, but the hardest monsters have huge amounts of accuracy so it just changes their hit rate from 95% to 95%.

    I guess you're referring to accuracy and evasion down spells that would work on a percentage with no chance of resist, similar to Dia and Bio? If that's the case, I agree something like that would be nice.
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