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.
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.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.
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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