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  1. #1
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    If the recast time of this spell were to be 3 mins or less then any buff spell not meant to be up full time such as Klimaform, Reprisal, Dread Spikes, Migawari: Ichi, ect... could easily be kept up all the time.

    Not that this by itself would break the game or anything, but this in conjuction with other things added in the future, either to Red Mage itself or other non-full time buffs added to other jobs, could easily push the game into a position SE is uncomftorable with.

    Regardless though, 10 mins is way too long for this JA. Even at 5 mins I can't think of any one single spell that this JA would break. I can't even think of any future spell realistically being made that this JA would break.

    Honestly though, I'd almost prefer that this JA would be single target only and reduced to 3 mins as opposed to able to be cast on others and reduced to 5 mins. I mean the number of times that someone else in the party is going to need this JA are so slim that if the only thing that's added by allowing this JA, which Rdms are going to be using on themselves 99% of the time anyway, to remain useable on others is nearly doubling the recast on it then I'd rather it be changed.

    Either way, a 10 minute recast is far too long, Instant casting any one spell and reducing it's recast to 0 isn't as broken as it's being made out to be.
    (2)

  2. #2
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Supersun View Post
    If the recast time of this spell were to be 3 mins or less then any buff spell not meant to be up full time such as Klimaform, Reprisal, Dread Spikes, Migawari: Ichi, ect... could easily be kept up all the time.
    This is what I was thinking, and I look at it as both the reason SE might be conservative on the recast, and also the exact reason I'd want it to be 2-3 minutes. I can't think of anything super great and broken about full timing Klimaform, Reprisal, etc., but as far as the full content of announced RDM updates go I can't see anything else SE has provided that would push the job into a more party desirable direction.

    I know there was some indication that the manifesto claim of transforming others into demi-gods was a mistranslation, and that it really was supposed to mean transforming the RDM. But if they actually do intend this role for RDM, adding ways for RDM to empower other jobs' self-buffs would certainly be a much more interesting way to buff other players than simply adding more single-target cycle buffs, which would end my RDM partying days for good.

    Currently on a ten minute timer, I plan to use it just before, um, Teleport-Vahzl.
    (0)

  3. #3
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Merton9999 View Post
    I know there was some indication that the manifesto claim of transforming others into demi-gods was a mistranslation, and that it really was supposed to mean transforming the RDM. But if they actually do intend this role for RDM, adding ways for RDM to empower other jobs' self-buffs would certainly be a much more interesting way to buff other players than simply adding more single-target cycle buffs, which would end my RDM partying days for good.
    Now this is exactly the issue in mind. How can we be able to help themselves be more enhanced if we can only use this job ability every 10 minutes? At a 10 minute recharge timer, it's just a toy- no real desired use but a situational option best used for a "spur of the moment." A 3-minute recast would put some potential toward our enhancing role that much further on a wider scale, and not just for the RDM.

    Square, we need you guys to focus RDM on helping them provide a more desired party role, because at the current stage, there is little desire for us. Put a Red Mage in a spot in abyssea and outside abyssea areas and tell yourselves: "Why do we want this job here? What can this job do that others can't? Is having a Red Mage here doing too little or too much in this situation? If too little, what do we need to do to let players be able to enjoy having this job in the group? If it does too much to the point that it's not necessary to have this job here, which option should this job have that others don't to make this job worthwhile to have around?"

    If this is already the process of what SE does to decide balance...well, I think we should vote for the option to demonstrate issues to SE's developers in-game on their servers.
    (1)