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  1. #1051
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    Because its just them saying "Were not changing PUP, if anything we will change EES which will effect PUP, deal with it" and telling us they are making NIN a little better. RDM was again, left out, which is not good. They fail to ever understand just how much the player base cares about that job, and how little they see coming to it.
    (3)

  2. #1052
    Player Pebe's Avatar
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    Mar 2011
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    128
    Character
    Bepe
    World
    Ragnarok
    Main Class
    SCH Lv 99
    i posted this in the RIP RDM< forum but I thought it wouldn't hurt to repaste here because its talks about my ideal RDM 2hr. It has a few other things included as well.

    I believe that rdm can still have a nitch as an enfeebler they just need to give rdm enfeebles that are worth a damn and that cripple the mob.

    What enfeebles we currently have that cripple the mobs:
    Silence, Sleep, Bind, Blind, Paralyze, Slow, Break, Dia III and Bio III(not really enfeebles), Addle, Gravity ( I know I am missing something)

    So going over the enfeebles: We have ways to hinder the mobs spells(silence and addle), and attacks(everything else). What we are lacking are enfeebles that hinder a mobs tp moves, this is the real killer. Thus I propose this:
    Give rdm Amnesia and Stop and/or Terror. Now everyone will say oh thats to overpowered blah blah blah. SMN gets 60 seconds of invincibility and an instant death move(doesn't work on NMs I know). Blu gets a 15 second terrorize on a 5 min timer. Technically they could terror lock something for 60 seconds with their new 2hr. All that is important is how these enfeebles are implemented.

    For instance: Amnesia - sticks well on normal monsters, make its last 60 seconds max, most normal monsters die in 5 seconds anyway. It should be able to stick well on normal NMs and lower lvl HNMs but grow in resistance fast. For High lvl HNMs, like chamber of Mul, it should be extremely resistant. People will say oh but this is then useless. I will explain why it is useful later.

    Terror - Should be a glorified dark based stun that can last as long as shock squall. Shock squall is still better because its AoE and thats fine. Give the smns some sort of niche XD. It should stick well on normal monsters and NMs, should stick also moderatly well on HNMs with a very good enfeebling build(makes rdms have a reason to pimp out their enfeebling). I see nothing wrong with this because it will operate the same as shock squall. Perhaps make HNMS have a shorter duration of terror max, like 7 seconds instead of 15. Balance and all that jazzz.

    Stop - Should only be able to use this under RDM's new enfeebling 2hr. This new 2hr guarantees an enfeeble will land regardless of resistance.(If the mob is immune it should make it land as well >.>, it is a 2hr....well soon to be 1hr... after all. This also where amnesia gets it usefulness on HNMs. If for some reason you needed an HNM to keep moving and casting but not do TP moves. Like a kite fight or something, or something where the mob changes damage types when it casts etc) So basically stop will be the end all be all enfeeble for rdm(I gave up hope on time mage q.q). If you think about it combines all other enfeebles. Enfeebles are meant to hinder the mob in any way shape and form, Stop is the epitome of that.This ability should last a good 30 to 60 seconds, preferably 60 because that is how long PD will cap close too on a fully decked out smn. Actually you can have duration be based on enfeebling magic skill. More incentive to gear rdm the best as possible.

    As an aside, a new enfeeble I just thought up:
    Phase - prevents and enemy from changing their "stance" (IE: Amphatrite and Lusca with their damage type changing BS). When this is on the mob it will prevent one occurence of stance change and then wear off. Keep it on a long timer like 2 mins so it can't be abused. Also forces more bringing of rdms if you want to use this for strategy.

    Edit: As I was writing the phase enfeeble i forgot to mention that Stop should hinder stance changes as well. The mob should literally be frozen in time. The reason I say this is because countless times when thigns were red staggered in Abyssea they would still change their damage type resistances even though they weren't actually doing anything... soo annoying.

    Edit 2: New enfeeble
    Name pending - Nullifies an enemies Physical and magical resistances for 60 seconds. (IE botulus,slimes, etc) This should also be on the 2hr. You should have to choose between nullifying the offensive or defense capabilities of a mob. Also, they should not be stackable.

    TLDR - Give RDM the enfeebles it deserves!
    (0)

  3. #1053
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Demon6324236 View Post
    Because its just them saying "Were not changing PUP, if anything we will change EES which will effect PUP, deal with it" and telling us they are making NIN a little better. RDM was again, left out, which is not good. They fail to ever understand just how much the player base cares about that job, and how little they see coming to it.
    I believe the CR's are under a standing policy to not report anything RDM related to the developers. We can already see the developers only get information from the JP boards, the NA ones are just a reporting outlet with the occasional CR acting as a go-between in a case by case basis. So if it's RDM related and posted on the NA forum then it doesn't get brought to the developers, if it's RDM related on the JP forums it's only brought to them if nothing else is going on.
    (1)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  4. #1054
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    Correct me if I'm wrong but aren't the JP forums saying the same thing at this point anyways?
    (1)

  5. #1055
    Player Keyln's Avatar
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    Quote Originally Posted by Sunrider View Post
    Still waiting to hear Red Mage's latest SP abortion has been eliminated and Encomium returned with double duration and potency.

    Anything less is unacceptable.
    Does everything need to be about RDM? I know you're enthusiastic about Red Mage and all, but do realize that there are 19 other jobs, and nearly all of them need adjustments of one sort or another.
    (2)

  6. #1056
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    Just like how everyone bitched about BST, now everyone is bitching about RDM, its because they are just that stupid, even if you don't play the job, you understand how terrible it is. Other jobs don't seem to have it as bad, they have some use, but this, nothing.
    (6)

  7. #1057
    Player saevel's Avatar
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    Quote Originally Posted by Keyln View Post
    Does everything need to be about RDM? I know you're enthusiastic about Red Mage and all, but do realize that there are 19 other jobs, and nearly all of them need adjustments of one sort or another.
    RDM it beyond broken, there are 19 total jobs in FFXI right now as RDM basically doesn't exist. This is a direct result of "over-balancing" coupled with inattention over a period of years. RDM was a zombie long before the 80 cap, it completely died after then and SE has refused to do anything about it.

    Seriously did you read the RDM "SP" ability? It's Elemental Seal -1 on a 60 min timer. It's by far the absolute worst ability they've ever come up with. A RDM/BLM can use something better then the "SP" ability six times for every use of the ES-1. That is how bad it is. It would be like giving THF the SP that steals beastcoins but it can miss and is on a 60m timer.
    (11)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  8. #1058
    Player Mageoholic's Avatar
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    Quote Originally Posted by Keyln View Post
    Does everything need to be about RDM? I know you're enthusiastic about Red Mage and all, but do realize that there are 19 other jobs, and nearly all of them need adjustments of one sort or another.
    Can you name the last meaningful update that RDM received that helped define its requirement in a group situation?...neither can I because it has never had one. It has been gifted placebo's over the years, Refresh, Composure, Refresh II, possibly Haste II. It has never undergone a makeover like DNC, it has never seen the direct buffs of PUP, it has never had the role defining adjustments of dedicated jobs. It has ambled along for a decade with no clear cut purpose and outside of its heyday as Meripo healer, and niche role as chainspell stunner it has never had a required tool to bring to the table. It is replaceable in every sense of the word, in nearly every situation it could be involved in.

    Now we are at 99, and you know what.../RDM is just as useful as RDM main in any group setting. BRD/RDM is can bring everything a RDM main can, in addition to everything a BRD brings to the table. What other jobs are currently more useful to a group in a subjob capacity?

    If SE wants RDM to be defined by its enfeebling and enhancing magic roles, then it needs to make it the best in these positions, the only way to do that is to make enfeebling and enhancing skill actually impact the buffs and debuffs RDM can provide.

    If this is not SE's desired approach, then they need to directly improve those areas where they see RDM as a utility. Presently there is no reason to bring a RDM. Its T2 enfeebles are marginal improvements over T1 enfeebles at best, and its other tools are gained by subbing it. Haste and Refresh being attained at sub job level allow for a job like BRD to cap magic haste on its own, and provide more Refresh than RDM can with Refresh II. Its utility is non existent, and its abilities attained post 75 can't even be applied to party members, even as single targets.

    RDM is the single worst off job in this game presently because the only viable abilities that could be useful are locked under level 75 mechanics. Regardless of SP ability given RDM will flounder until SE stops being afraid of RDM and actually gives it meaningful purpose, and a reason to be invited. Enfeebling and Enhancing are the only real avenues to pursue and to fix those, you need to make RDM's skill lead in those schools count for something.

    But I would love to see your case for a job worse off than RDM. Keep in mind other than ToAU merit parties and chain spell stun, RDM has been entirely replaceable throughout this games history.


    (and shit after the implementation of SCH, WHM/SCH could handle meripo parties just as efficiently as a RDM, so even its status as meripo healer was whisked away, leaving its only required use as Chainspell stunning, which was needed in a minute amount of situations.)
    (5)
    Last edited by Mageoholic; 12-02-2012 at 02:59 AM.
    There is no min only max. Or something like that.

  9. #1059
    Player tyrantsyn's Avatar
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    Sep 2011
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    612 wharf ave next to the gentlemen's club.
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    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Keyln View Post
    Does everything need to be about RDM? I know you're enthusiastic about Red Mage and all, but do realize that there are 19 other jobs, and nearly all of them need adjustments of one sort or another.
    No it doesn't need to be just about RDM, but it is because of the utter failure in communication and the fact that so many are vocal about it.

    There was a thread made, PPL gave good feed back on how they'd like to see it implemented. And they completely deep 6 the idea with out even giving the player base a reason. On top of that they gave us a simple one shot deal that no one has been happy with. They couldn't even say "hey we goof up, and don't think this idea is going to work out with the way we first envision it. So were going to change it."

    The first SP on RDM wasn't a failure like the BST one. Little to no one complained about it and most were happy with it minus some adjustments. So it makes no sense at all with what they did. Because unlike us, they have fail to communicate what their thought's were on it.

    I mean if thing's are going to be this one side, what's the point of even leaving feed back?
    (8)
    Last edited by tyrantsyn; 12-02-2012 at 06:00 AM.

  10. #1060
    Player Merton9999's Avatar
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    Mar 2011
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    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by tyrantsyn View Post
    No it doesn't need to be just about RDM, but it is because of the utter failure in communication and the fact that so many are vocal about it.

    There was a thread made, PPL gave good feed back on how they'd like to see it implemented. And they completely deep 6 the idea with out even giving the player base a reason. On top of that they gave us a simple one shot deal that no one has been happy with. They couldn't even say "hey we goof up, and don't think this idea is going to work out with the way we first envision it. So were going to change it."

    The first SP on RDM wasn't a failure like the BST one. Little to no one complained about it and most were happy with it minus some adjustments. So it makes no sense at all with what they did. Because unlike us, they have fail to communicate what their thought's were on it.

    I mean if thing's are going to be this one side, what's the point of even leaving feed back?
    You nailed it, really. My annoyance isn't so much that RDM doesn't get anything exciting or useful anymore. It's that the producer has made three "we're listening to you" claim posts now, but that's all they are is claims.

    Because of the universal distaste for the SP ability and the fact that it's completely different than what players asked for in response to the first one, RDM is now just the poster child for SE's unwillingness to act on player feedback, despite verbally responding to it in a banal way.
    (8)

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