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  1. #101
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Ophannus View Post
    If the capacity for new spells is unavailable, could the dev team either:
    1) Introduce these spells for their respective class and balance their effects, they've been in the unused data files since 2006.
    I'm certainly hoping for implementation. Regardless, they have to address the running out of space long term like they said they would.

    Taking your list, let's take a look at it, well the non-BLU parts anyways.
    • Tractor II - Hard to believe this is in the game. I can't really imagine what it would do short of being a longer distance tractor, or another recast timer, both of which would probably be better served with job traits or adjustments, even with more spell slots.
    • Curse - In addition to NMs, there are player weapons that have en-Curse on them. I think a low effect for a small amount of MP might work.
    • Reflect - They discussed adding this. I expect it to be a WHM/RDM spell, since it was suggested and considered from the JP WHM subforums, and RDM shares spells like this.
    • Might - Might might already being in the game as Temper, or at a stretch, Gain/Boost-STR. An interesting take would be increasing Attack power and making it and Faith not stack. Another intesting take would be it as an upgraded version of Temper that Red Mage can cast during a 2hour.
    • Faith - Usually would give increased magic attack power. Given the name I think it would either be renamed or given to jobs appropriate to the name. Maybe non-self cast as a party buff if given to a job that is "bad" at nuking?
    • Bar-element II/Bar-status II/ga - Bar-status II spells aren't something I suspect many people will care about until we have testing that conclusively shows the original ones are actually useful, and shortening the duration of effect on something you can remove instantly doesn't count. I have a hard time seeing an upgraded tier of Bar-element spells unless it is another Arise or new merits. The exception to this would be if they stacked with the old ones like Bard spells do in order to make it so you can cover two elemental weaknesses at a time, but not double up on one. If this is the case, I definitely see RDM getting it for itself easily, and the WHM ones will be an ordeal and a half to get. In short, I doubt we'll see these.
    • Poison IV/Poison V/Poisonaga III-V/Dokumori: Ni - It would be about time. The SCH excuse doesn't really hold all that well because these would stack with SCH abilities.
    • Bio IV/V/Dia IV/V - Unlikely, but if increasing the effect is out of the question, duration is a good choice for improvement.
    • Diaga II/III/IV/V - We should get Diaga II at this point regardless, but if a decision is made on higher tiers of Dia, it would be nice to see higher Diaga tiers as well.
    • Toad - Would be interesting, but hard to know what it would really do to NMs, if anything. If it does get in, I'd love to see NMs turn into size appropriate frogs, and this should weaken them in some simple way while being funny, maybe doing what Impact does without costing an arm and a leg in MP.
    • Confuse - Paralyze III, but different element. Procs hurt the mob instead of doing nothing.
    • Berserk - I'd imagine most NMs would be fairly immune if this was mob castable, but I'd be more interested in the enhancing applications of this spell. Obviously the player casted version would be cancel-able if it blocks non-auto attacks.
    • Virus - Don't see why not. Effects can always be weakened if needed.
    • Invisra/Sneakra/Deodoriza - About time. There is no excuse not to since SCH can make these things AoE. It won't really make the game easier, just more fun since players will waste less time.

    Honestly, I don't expect half of these to ever be spells.

    Quote Originally Posted by Jerbob View Post
    "Unique" does not mean "identical to everyone else BUT BETTER", which appears to be the SCH theme.
    Quote Originally Posted by Jerbob View Post
    Stop using SCH as an excuse, SE. RDM deserves better. All of the mage jobs deserve better.
    I think this deserves reiteration, although I'll hold the speech about why for now.

    Anyways, EVERYONE will should get new spells as the spell list limits are fixed. I think this will help EVERYONE be more "special" or whatever each job needs to stand alone and together. Some new spells will be shared going forward, some will not, but I think with more room for it we'll have more possibilities.

    Quote Originally Posted by Quetzacoatl View Post
    I think SE needs to realize the gravity of the situation here (pun, uh, sort of intended I guess):
    HA!
    (4)

  2. #102
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Confuse Wind based would do a lot for RDM!!

    Target is confused and attacks himself (instead of just being paralyzed and standing there they self inflict damage)

    Amnesia?

    Let red mage have flash back too, pld got phalanx
    (0)
    Last edited by Sarick; 08-03-2012 at 02:47 PM.
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  3. #103
    Player Scuro's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    348
    Character
    Scuro
    World
    Odin
    Main Class
    BLU Lv 99
    lol I love seeing when RDMs argue what certain jobs are designed to be, with the people that have actually designed the jobs, its just so cute.
    (2)

    99 BLU,PLD,SCH,RNG,NIN,BST,SMN,THF,BLM,WHM... Any questions..?

  4. #104
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    I would like to actually see Confuse as a Thunder-Based enfeeble named as "Seizure," Because Charm already does the job of what confuse "does." But since we're talking classic confuse where it makes the target of the spell hit itself...I've posted this idea a few times in this section.

    Summed up, it locks the enemy/player into combat mode, while the enemy/player hits themselves on an occasional chance during attack rounds, and should have a proc rate of 15-25% (30-40% with Saboteur active).

    At best, it would add to the party play by making enemies DIE QUICKER! As long as it's easy to land (assuming resistance isn't an issue) and it's Exclusive to Red Mage. No, SE, making the mob hit itself does not make this a DoT spell for SCH to use. At worst, it could be one of the deadliest debuffs cast on a player character, because they won't be able to disengage while Seizured.

    SE, even though it may sound like to you guys that Plague is a SCH spell, I do believe RDM deserves this spell as well. YOU DO NOT HAVE THE OPTION OF REJECTING YOUR SUBSCRIBERS' IDEAS AND SUGGESTIONS ON THE MATTER OF TRYING TO BRING A DEAD JOB BACK TO LIFE.
    (2)
    Last edited by Quetzacoatl; 08-03-2012 at 03:46 PM.

  5. #105
    Player Lilia's Avatar
    Join Date
    Jun 2011
    Posts
    316
    Character
    Lilia
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Scuro View Post
    lol I love seeing when RDMs argue what certain jobs are designed to be, with the people that have actually designed the jobs, its just so cute.
    ^^ wait was you not the blu , who know for what rdm is designed?
    (0)

  6. #106
    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 Lilia View Post
    ^^ wait was you not the blu , who know for what rdm is designed?
    Best to not acknowledge him, he does this now and again, I'll imagine when he's not getting any.
    (4)

  7. #107
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Just report his posts for trolling when he shows up and tries to cause trouble. He'll get banhammered eventually.
    (8)

  8. #108
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    RDM is a tactical mage, generalizing in the most useful method to weaken/enfeeble, inflict magic/melee damage or beneficial status effects for the team.

    I like these.

    Confusion << Love it as a replacement for paralyze III not only does it stop the enemy attacking the tank but causes it to inflict damage on itself in the process of whatever ability or spell it's using.

    Demi << If it stuck would be one of the baddest starting nukes/enfeebles in game. If I recall this when it stuck would do a straight up percentage damage to the enemy. This enfeeble alone could bring back RDM for big NM fights. Think about it. at the start of the fight being able to take off 25% of the mobs total HP with a 10 second bind would catch some attention.

    Reflect << Another good one.

    Plague << belongs to Dark Knight sorry.

    Amnesia << Who has this enfeeble It sounds like a great RDM only enfeeble.

    Death << sorry another DRK/BLM only spell.

    Faith << Not my cup of tea.

    Temper << Why is this double attack and not doubles melee damage and TP gained. Feed it TP..

    Mini << Cut's target attack and defense down , it would have to increase evasion and /or magic otherwise it'd be overpowered.

    Pain ペイン << Inflicts Blind, Silence, MP drain and Poison on the target

    Berserk バーサク Inflicts Berserk on the target, increasing their physical strength but decreases their ability to defend reducing defense.

    Ravage >> Adds a dispelling dot that constantly removes a beneficial status effect every 5-10 seconds.


    Just a few things they could add that already exist in FF in one way or another.
    (2)
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  9. #109
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Sarick View Post
    Plague << belongs to Dark Knight sorry.
    Exactly where did you get that idea?
    (4)

  10. #110
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Just seems like an arcane dark magic. Not saying RDM wouldn't use it.. I'd rather have something like confuse, Dimi and ravage. Who's to say ravage couldn't have the plaque like effects as well where it randomly Dispels, causes HP damage, MP damage or TP damage.
    (0)
    Last edited by Sarick; 08-04-2012 at 03:09 AM.
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