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  1. #1
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Okipuit View Post
    [list][*]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?

    You guys realize that the only DoT spells SCH gets are helixes and kaustra right?

    Blm gets more DoTs than SCH.
    (5)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  2. #2
    Player Mattk's Avatar
    Join Date
    Sep 2011
    Posts
    1
    Character
    Mattk
    World
    Lakshmi
    Main Class
    WAR Lv 99
    DoT related spells are SCH's forte? That makes about as much sense as saying Enfeebling Magic is RDM's forte...oh wait. By the way the immunobreak system sucks. I'll let you know when I get enough immunobreaks to land Gravity II before a NM gets butt raped by DD's.
    (0)

  3. #3
    Player Karbuncle's Avatar
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    Mar 2011
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    4,314
    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. [/list]
    mmmmmmmmmmmmmmm, Okay.

    I like that they're considering adding new spells... Can we at least deliver on the premise of them being "Enhancing experts"?

    Having literally NO exclusive Enhancing effects capable of being casted on other members does not make them a good enhancer. WHM has more buff Potential than RDM at this point, Its sad the job is getting all this enhancing related stuff when the job just feels like its sitting in limbo atm, no real direction.

    As far as the actual quoted part goes, Bio III and DIa III are powerful, But so were T-IV Nukes, and Ancient Magic II... Which were replaced and outdated with the level Cap. I think what is boils down too is SE is scared of RDM becoming what it is in 2005, Which will almost certainly never happen again. they need to let RDM have some room to shine.

    Give RDM more, Not everything, But more. Them being "Well rounded" only means its doomed. Does SE not see RDM is probably the least used job in the game for any real content? People still play it for fun and if they have no better jobs, Sure, But in almost every single Optimal or Sub-Optimal set up, RDM has no place in the party or alliance.

    They have nothing of value to contribute that another job can't do better.

    Honestly, my mad ravings aside... I think RDM is a dead job, and judging by SE's reactions to their spells being 'powerful', Its going to stay a dead job. I mean, Dia III and bio III's effects are pretty good, But their difference from Dia II and Bio II are negligible to the point its not worth their spot not going to a WHM or BLM.

    HONK HONK There's Abilities that Plague so We're not adding plague right now!
    You know, I Actually agree to this. I feel the same way about

    Slow (Weaponskills and JA Inflict this)
    Paralyze (Weaponskills and JA Inflict this)
    Blind (Weaponskills and JA)
    Silence (Weaponskills)
    Poison (Weaponskills)
    Stun (Job Abilities and Weaponskills)

    (P.S, For the JA on Slow/Para/Blind - Despoil) All of these spells should simply be removed at this point sine there's abilities that already inflict them. I think we need to remove Lowing as well, as this inflicts Plague which is counterproductive to SAM's Merit JA doing it.

    ......

    i'm being sarcastic, but, Camate if this is the response they gave you, Did you at least look at them funny and laugh like "Is he kidding lol?" and then they all sat there in silence and go "no." and you just walk out of the room with your head down fearing the RDM rage D:?

    *Ahem* rage aside, Thanks for bringing us the update and we appreciate you taking the time to do so, Even if its bad news... Bad news is better than no news.
    (7)
    Last edited by Karbuncle; 08-02-2012 at 03:16 PM.

  4. #4
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP 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.
    "Unique to Red Mage" is an oxymoron...

    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 that's a joke, it's a bad one... I didn't even have Dia III/Bio III until it was made mandatory by Voidwatch weaknesses, and even then I only put 1 rank into them for a negligable debuff that fades in 30 seconds... They are not powerfull, they are merely a pain in the ass.

    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.
    That would be nice. Just make sure other jobs get them as well, at a lower level, cheaper and/or stronger. It is, after all, a fine RDM tradition.
    (5)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Kristal View Post
    That would be nice. Just make sure other jobs get them as well, at a lower level, cheaper and/or stronger. It is, after all, a fine RDM tradition.
    I know your not serious but I wouldn't say it still, just asking for it ><;
    (2)

  6. #6
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Demon6324236 View Post
    I know your not serious but I wouldn't say it still, just asking for it ><;
    The harder we hit rock bottom, the higher we bounce back up! Burn it all, break it down. They did it before, they can do it again. Make us stronger, make us better. Exit Red Mage, enter Phoenix Mage!
    (2)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Kristal View Post
    The harder we hit rock bottom, the higher we bounce back up! Burn it all, break it down. They did it before, they can do it again. Make us stronger, make us better. Exit Red Mage, enter Phoenix Mage!
    Have you not been paying attention? When we hit rock bottom we break out the shovels and start digging.

    I see no hope for my favorite job. It's making it harder and harder to stay invested in this game.
    (3)

  8. #8
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    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.
    Disappointed
    understandable
    good to hear
    tired of it.
    (4)

  9. #9
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    Quote Originally Posted by Okipuit View Post
    Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
    I am sick of hearing SE's excuses that other jobs can't have nice things because of SCH. That job has been the bane of my Final Fantasy existence since it was released. Of course it "specialises" in insert-spell-type-here - it's the supposed "master of tactical magic", which in a combat context is essentially all magic.

    If SE genuinely want to make SCH unique (and good luck doing that with the copypaste foundation they've got to work with) then they need to focus on giving the job unique tools that aren't clearly more suited to existing jobs - enmity control was a good start, I suppose - while at the same time not making SCH 80% as capable as all of the other mage jobs combined. "Unique" does not mean "identical to everyone else BUT BETTER", which appears to be the SCH theme.

    Specifically for a plague spell: It would be an enfeebling spell - a skill from which SCH only has Sleep and Sleep II, and with which it has a lower proficiency than RDM. It would deal TP and MP damage over time - and not HP, which is the only "over time" effect SCH has thus far claimed to specialise in. It would reduce the combat effectiveness of the enemy mob, something which none of SCH's native spells do (again possibly excluding Sleep, depending on how widely you want to define it). It is not a SCH spell.

    I think it's also fair to say that even if these points weren't all true, the idea of not giving jobs new spells because they would be stealing from SCH, of all jobs, is taking irony to new and dizzying heights - and would almost be funny if it wasn't so ridiculous.

    Stop using SCH as an excuse, SE. RDM deserves better. All of the mage jobs deserve better.
    (10)

  10. #10
    Player
    Join Date
    Aug 2011
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    198
    Translation from our dear SE:
    Quote Originally Posted by Okipuit View Post

    No love for RDM's
    ...sad.
    (13)
    Last edited by Belmonts; 08-03-2012 at 01:18 AM.

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