Page 7 of 22 FirstFirst ... 5 6 7 8 9 17 ... LastLast
Results 61 to 70 of 220

Dev. Posts

Hybrid View

  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Make it 3 Minute duration. Doubles the effect & duration of all Enhancing Magic spells. Would make me happy.
    (1)

  2. #2
    Community Rep Okipuit's Avatar
    Join Date
    Apr 2012
    Posts
    285
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    (5)

    Okipuit - Community Team

  3. #3
    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
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    Yes, it's nice for new spells that are different, but we're after new spells for RDM, not GEO, WHM, BLM and SCH which lets be honest is the jobs that will be getting these "new" spells.

    Truthfully though, I don't know why RDM's ask for anything anymore. The answer is forever: NO!

    Safe bet to agree that by this logic, there will be no newer version of Slow, Paralyze, Blind etc..... Shame RDM's enfeebling will forever suck then.

    PS. Just because you added an unneeded job and then couldn't think of something unique to add to it so gave it over time spells does NOT make it their forte....

    If we're going to argue it over time spells was RDM's forte.... but hey!

    RDM is already a powerful job, they don't need anything.... It's just all the playerbase that doesn't understand that, right!?
    (11)
    Last edited by Daniel_Hatcher; 08-02-2012 at 08:28 AM.

  4. #4
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Okipuit View Post
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    Plague effect enfeebling magic spell:
    Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    That feels like a cheap excuse. There are already abilities that inflict Poison, Paralyze, Slow, Blind, Defense Down, and Attack Down, but none of those stops RDM from having equivalent spells. Plague's MP/TP reduction would be the perfect compliment to Poison's HP reduction.

    SCH may specialize in DoT magic, but SCH didn't originate it, nor does it corner the market on DoT magic. RDM haivng Plague wouldn't compromise SCH's abilities in the slightest.

    Quote Originally Posted by Okipuit View Post
    Stronger version of Dia/Bio:Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    If the devs aren't already aware, there is ongoing contention at the very nature of merited spells and abilities. There are a myriad of reasons, not the least of which being that placing spells under merits artificially blocks the potential for any higher tiers. So long as Dia and Bio 3 remain merits, there's little hope of seeing Dia and Bio 4 under anything but future merits.

    There is also major discontent with the limited point allocation for merit spells, which forces an illusory specialization on a class billed for it's diversity.
    (20)
    Last edited by Sunrider; 08-02-2012 at 08:24 AM.

  5. #5
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Okipuit View Post
    To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.
    <3

    Quote Originally Posted by Okipuit View Post
    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    Please consider unlinking these merits from the spells and making them scrolls, making the merits boost the effects of the whole spell line rather then specific spells, then giving higher AoE tiers.

    White Mages and Red Mages alike would love to have Diaga II, Red Mages should have Diaga III, and you could even consider a Dia IV that merely increases the duration of the effect and maybe adds a tiny bit of DoT. Similar treatment can be done for Bio. This can all be done down the road when we have more room for spells.

    ---

    Going a bit off topic - since many of these might not just be exclusive to Red Mage...

    Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

    You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

    If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.
    • Enfeeble that forces enemy to face one direction.
    • More Teleports
    • Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
    • "Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.
    (12)

  6. #6
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Economizer View Post
    Going a bit off topic - since many of these might not just be exclusive to Red Mage...

    Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

    You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

    If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.

    • Enfeeble that forces enemy to face one direction.
    • More Teleports
    • Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
    • "Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.
    It would be nice to see more Enhancing magic affected by Enhancing skill. Blink and Aquaveil, but Refresh and Regen manipulable by Enhancing skill as well.

    BLM and WHM seem to corner the market on spatial magic, but there can't be any harm in sharing self-cast spells such as Warp with RDM and SCH, maybe with DRK as well. A "Homing" spell to this effect could be nice too.

    Also, I have to ask why classes that can cast Raise on others are unable to Reraise themselves. There is likewise no harm (and plenty of benefit), in sharing Reraise with the likes of RDM and PLD... and not at levels 70+, as was done with Regen 2.


    I realize a lot of these aren't new spells, but that doesn't make them great ideas for the class.
    (1)

  7. #7
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Sunrider View Post
    I realize a lot of these aren't new spells, but that doesn't make them great ideas for the class.
    Yeah, I kinda have a hard time thinking unique spells for Red Mage that aren't special enfeebles that others have or stuff SE has said no to, or stuff that should go to other classes (I wonder if now is a good time to pitch Reposega again). Buffs are generally something that White Mage and Red Mage share with rare exceptions (like Red Mage's Refresh, Temper, or Enspells, or Scholar's Adloquium), and SE already gave thumbs down to another tier of Enspells.

    The way Reflect was suggested was actually aimed toward White Mage incidentally, but I think in exchange for the amount of shared magic, Red Mage will get it to. Kinship of certain traits shared by classes should earn Red Mages that.

    All that said, Red Mage should get some more AoE enfeebles. They don't get Sleepga/Breakga, but they should get Paralyzra and Slowga. That way you need multiple classes for that crowd control, and each fills an important but logical niche. Even if somehow Red Mage ended up sharing White Magic based enfeebles with White Mage, they'd get the top tier I'd think, especially if we see decoupling of enfeeble merits to be effect based or even adding the AoE tiers as something the merits provide later.

    Well, I can hope anyways.
    (2)

  8. #8
    Player Muse's Avatar
    Join Date
    Mar 2011
    Posts
    64
    Character
    Thenomadgrey
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Okipuit View Post
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    What is Red Mage's forte then? Scholar has Red Mage beat on all magics but Enfeebling Magic. (Basing only off of Magic Skill Ratings here) It seems we, RDM's, are suppose to be the enhancer of the group, especially with the new two-hour that was just announced for RDM, but SCH has us beaten by leaps and bounds in this category. So that only leaves us with our one real niche. We can land, or use too, enfeebles better then every other job and make those effects stick hard.

    One spell, Plague, would not balance as RDM's are born enfeeblers, and need an enfeebling spell to call their own. If not more of them. MP and TP reduction would be a nice fit into the RDM's arsenal of crippling effects.

    Quote Originally Posted by Sunrider View Post
    That feels like a cheap excuse. There are already abilities that inflict Poison, Paralyze, Slow, Blind, Defense Down, and Attack Down, but none of those stops RDM from having equivalent spells. Plague's MP/TP reduction would be the perfect compliment to Poison's HP reduction.

    SCH may specialize in DoT magic, but SCH didn't originate it, nor does it corner the market on DoT magic. RDM haivng Plague wouldn't compromise SCH's abilities in the slightest.
    I completely agree with Sunrider's statement. There are several other JA's that inflict status effects and there is a magic equivalent for those. Why not Plague also?

    Also, SCH's may "claim" to be the best in DoT magic, but are not. Helix's are unreliable, and doesn't have any other DoT's, not including Kaustra, that POP out as being the best. RDM has access to Dia 3 and Bio 3, where no other job does. Not to mention that BLM has more of a corner on DoT's then SCH with their elemental DoT's and access to the other DoT's, except Dia, without the use of a support job.

    Scholar on the other hand does not natively have access to poison, dia, or bio. It has to use a support job in order to have access to these spells. So how is DoT magic a SCH's forte over the other jobs that already does it better?


    Quote Originally Posted by Okipuit View Post
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    I'm glad to hear that we will be receiving some new spells sometime in the future. But, I'm also weary that these spells will only focus on enhancing magic, or further push Red Mage away from a party aspect. I'm also weary that these "new spells" will be all jobs, and make Red Mage even less unique then it already is.

    Not to say I don't mind solo'ing on my RDM.
    (2)
    Last edited by Muse; 08-02-2012 at 10:25 AM.

  9. #9
    Player
    Join Date
    Aug 2011
    Posts
    1
    Quote Originally Posted by Okipuit View Post
    Plague effect enfeebling magic spell:
    Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    There are already sources of Double Attack, that apparently didn't stop anyone from adding Temper.
    (11)

  10. #10
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    Quote Originally Posted by Okipuit View Post
    Good evening!

    As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

    Next, in regards to some of the suggestions and requests we have been seeing.
    • Plague effect enfeebling magic spell:
      Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

    • Stronger version of Dia/Bio:
      Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
    As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
    Well i got an idea how we can make some room for spells

    Remember all those single cast spells rdm has that only we have while whm get aoe version lets delete em and replace em with something that narowly makes us slightly more party friendly.

    There that should have opened up ohh about 20+ spell slots not bad for a single idea, oh and dont bother with the we not giving rdm aoe spells, its a old poor excuse, get with the times rdm needs a very big overhaul after all the new jobs released over the years because the game has changed since rdm originally came out let the old view of rdm die and reinvent it

    Let us have nice buff's for self and party because cycles never coming back, let us have decent DOT spells at higher tiers then curently availible cuz no one cares if those can kill something in 2 hours when other DD jobs do the same in like 5 min solo, dont let soloist that have too much time be what the job is balanced for.

    And finaly if no new tiers of enspells fix the tier 2 ones, no one will think a rdm with double enspell 1 dmg on all hits is overpowered, heck and a way to drain mp on all hits for further dmg, im sure RNf will get that now that i think of it.

    Also DO A REAL MERIT OVERHAUL, a lot of mage merits are a joke, make spells into scrolls and give real merits, and reduce single element boost to acc into 1 merit for all elements and add something that u know reflects the RDM job division, also Regain would be nice and please lower level of regen 2 on rdm and give us at least level 3.

    As i said theres a lot to fix so get to it, Pwetty pwease ....

    Also /Comfort okiput , seems like u drew the short straw or lost a bet over there as u get all of the offical no we CANT posts today.
    (0)
    Last edited by Lastranger; 08-02-2012 at 10:31 AM. Reason: fixing typos

Page 7 of 22 FirstFirst ... 5 6 7 8 9 17 ... LastLast