Page 6 of 12 FirstFirst ... 4 5 6 7 8 ... LastLast
Results 51 to 60 of 119

Thread: Dispel II

  1. #51
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Muras View Post
    After giving it some thought, if you want a final "awesome" RDM spell, I think Grand Cross might fit RDM. For those who're more unfamiliar with other FF games, it's a spell/ability usually used by most final bosses in the other games (Sephiroth used Supernova instead, but it was pretty much the same thing). It usually inflicts mild to severe damage along with a slew of horrible enfeebling effects like poison, silence, slow, paralyze, blind, zombie, confuse and so on. Basically Bad Breath, but better and a whole lot cooler. Make it AoE, deal dark damage (Maybe Water V-ish?) and inflict a wide variety of random enfeebs with high chance of landing.

    I dunno, maybe a little over powered but it could probably be balanced in some form. Was just a thought, heh.
    Honestly a Bad Breath type of spell would be nice to have, and it could also potentially add some of the enfeebling we do not get. The fact it does damage also makes it more effective as well. As an offset to RDM's Fast Cast I was thinking a spell of such nature should have a casting time of say... 20 seconds, natural FC alone would bring it down 14(Impact's cast time) with RDM AF1 Hat & AF2 Body, it would be 10, capped Fast Cast (Of which I have not been able to determine how you can actually hit via Fast Cast gear alone using AH.com...) it would be 4 seconds. The recast should be 10 minutes, again, Fast Cast can lower this to 5 minutes, however, that would mean lowering the potency of it. To ask for a spell that causes many enfeeblings and damage is already going to be asking alot of SE I think, so a long recast and potentially long cast timer seems fair.

    The spell should be enfeebling if possible, for the fact it is where our highest skill lies, to give us our most potent spell as an elemental or dark attributed spell when our skills suffer, would be... disappointing. However I'm not sure how things are with magic, they have told us it is impossible to make a spell target your alliance members but not everyone outside of your party for how they have the game built. So I would hope, it could go off of our enfeebling magic. AoE is as good as it is bad, it would be nice, but we have seen much of the past where RDM has been told no to AoE effects, both enhancing and enfeebling, shown by Accession & Poisonga. Also with the potency of this spell it could make it unbalanced if it were to hit to many targets in one cast. Dark damage isn't a bad idea, but we have powerful dark based forms of damage, where as light doesn't really, also dark is heavy resisted by certain kinds of mobs, where as I don't know that light is actually resisted by much at all. This is as much a good thing as it is a bad thing, mobs resistant to it is more balanced.

    The MP cost should be about 500 in my opinion, enough it does not kill a RDMs MP supply to cast it, the 666 of Impact made sense, it was for many jobs, but outside of items or buffs, my RDM has only 758MP in my melee gear, 849 in enfeebling magic gear. Meteor does cost alot, and takes many to be useful, BLMs have more MP, the 418MP for Meteor still makes a sizable dent, and so I think our "Grand Cross" would be ok to cost more, since we only need one person and our MP pool is smaller.

    This is my ideas on balancing it, and how it should work. :x
    (3)

  2. #52
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by saevel View Post
    Nope, that came at a later update.

    Banish was originally a light elemental nuke that had power between Wind and Fire. It use's MAB / Light staff and originally used dINT. SE was incredibly lazy with it and just copied over the formula used for the other elemental nukes. Later on SE modified Banish to use MND and gave it the effect of lowering undeads resistances.

    In any case, I fully believe WHM should have Banish IV / V and Banishga III / Banishja.
    Good to know. As for Banish IV/V & Ga III/Ja. I would like to agree, but it does go back to the idea that WHM is mainly a healer, to give them the tools for damage and the power to defend themselves is one thing, however... To give them the power to deal high damage via Banish spells, seems questionable. RDM does not get T5 nukes, we are limited to T4, and we are an all round job, T3 is the limit to DRK, which is mainly a DD with some casting involved. To see WHM limited to T3 would not be much different in my eyes. But it does also make sense to add them some more damaging spells as light damage spells are lacking. I would not mind either way, it would be nice, and PLD might even see more Banish spells itself, not used, but they are nice to have access to. In a perfect world of FFXI where enmity mattered, Banish would help PLD alot on melee resistant/magic vulnerable mobs. ^_^
    (1)

  3. #53
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Quote Originally Posted by Okipuit View Post
    Hey guys,

    We let the development team know about your suggestion and inquiry about Dispel II. They mentioned that since Dispel's recast timer isn't considerably long, multiple buff removals may not be the best upgrade for the tier II version and from a balance perspective removing every effect from an enemy is a bit too powerful. To compare some other magic spells, Erase only removes one spell at a time, while Esuna requires Afflatus Misery to utilize its multiple debuff removal. Taking this example into consideration, what kind of effects would you like to see for Dispel II or perhaps a new magic spell?
    Let Dispel remove additional enfeebles with Saboteur, 2-3.

    Would prefer something along the lines of a 2-3 part enfeeble, such as reducing a foe's magic/physical strength at once (not necessarily the base stats such as str/int etc., magic attack reduction/damage dealt reduction).

    EDIT: And don't give us any BS about Bio either, it doesn't stack with dia so unless they're going to change that Bio doesn't exist.
    (2)
    Last edited by Neisan_Quetz; 06-05-2012 at 09:55 PM.

  4. #54
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Llana_Virren View Post
    Remember, despite our A+ skill in enfeebling magic, SE has maintained that RDM is not an "Enfeebling" specialist... rather, a generic "fill the gap" class.
    Actually they more or less did indicate that was what the RDM did.
    (1)

  5. #55
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Okipuit View Post
    Hey guys,

    We let the development team know about your suggestion and inquiry about Dispel II. They mentioned that since Dispel's recast timer isn't considerably long, multiple buff removals may not be the best upgrade for the tier II version and from a balance perspective removing every effect from an enemy is a bit too powerful. To compare some other magic spells, Erase only removes one spell at a time, while Esuna requires Afflatus Misery to utilize its multiple debuff removal. Taking this example into consideration, what kind of effects would you like to see for Dispel II or perhaps a new magic spell?
    There is no point of a Dispel II if it will not remove two debuffs. Considering few enemies cast more than one buff in the first place and are strong enough as it is since the "cripple magic" doesn't work on it, it's hardly overpowered, or even unbalanced.

    Tell the Dev's to actually research the meaning of the word, they like to throw it out while not knowing it.
    1. I wish you used universal reasoning, as it stands its: "Every job can have effects that we consider powerful, and do multiple thing, RDM however can get Gravity II and we'll troll more by continuing complete resistance to it."
    2. Saboteur could be used as reasoning to give it while retaining your warped view of balanced how about you do it so Saboteur,
      • 1. Works on ALL enfeebles
      • 2. Adds bonus' to it such as multiple debuff on Dispel.

    EDIT: I swear I edited my other post, instead of multiple posting.
    (1)
    Last edited by Daniel_Hatcher; 06-05-2012 at 10:10 PM.

  6. #56
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Okipuit View Post
    balance
    (7)

  7. #57
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Quote Originally Posted by Okipuit View Post
    Hey guys,

    We let the development team know about your suggestion and inquiry about Dispel II. They mentioned that since Dispel's recast timer isn't considerably long, multiple buff removals may not be the best upgrade for the tier II version and from a balance perspective removing every effect from an enemy is a bit too powerful. To compare some other magic spells, Erase only removes one spell at a time, while Esuna requires Afflatus Misery to utilize its multiple debuff removal. Taking this example into consideration, what kind of effects would you like to see for Dispel II or perhaps a new magic spell?
    Toad! Mini! Giant! Stop!
    XD

    Kinda serious though.
    Toad would, turn you (or your enemy) into a frog for a period of time, and like in older FF games wouldn't be expected to work on NMs or anything.

    Mini would shrink you or your enemy, and severely reduce defense and attack, but leave magic attack and magic defense unchanged.

    Giant would make you or your enemy very large, and could potentially increase attack and defense while lowering INT MND CHR etc.

    Stop would essentially inflict terror on an enemy for a period of time, probably with a low chance of success without something like elemental seal up.
    (2)

  8. #58
    Player
    Join Date
    Aug 2011
    Posts
    67
    This sounds awesome! Just make sure SCH gets it!
    (0)

  9. #59
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Oscar71 View Post
    This sounds awesome! Just make sure SCH gets it!
    The point is to come up with a spell or spells only RDM can use... -_-; if another job can use it why should RDM even exist anymore...
    (3)

  10. #60
    Player
    Join Date
    Aug 2011
    Posts
    67
    Quote Originally Posted by Demon6324236 View Post
    The point is to come up with a spell or spells only RDM can use... -_-; if another job can use it why should RDM even exist anymore...
    I'm a greedy SCH. The point?
    (0)

Page 6 of 12 FirstFirst ... 4 5 6 7 8 ... LastLast