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  1. #11
    Player Trisscar's Avatar
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    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Alhanelem View Post
    it works a lot better in turn based combat systems, IMHO. b.
    I should interject and point out that FFxi is, essentially, a turn based game. Why else would there be such thing as 'spell freeze' and the like?
    (0)

  2. #12
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    (0)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  3. #13
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Fast Cast, Slow, Haste, Gravity... Really, if this were added I would rather them just delete RDM from the game, and I would give up. RDM has very few unique things to it anymore, almost all of them able to be accessed at roughly the same potency as a sub-job, and your talking about yet another mage job that would steal more of it. Fast Cast already exists from Arts with /SCH, tons of gear now compared to before, and /RDM itself. Slow is something WHM has had, and will continue you have, while SCH/RDM can use the spell just as well as RDM can between weather bonus it can force for itself and its stratagems. Haste, WHM has, SCH can make it last longer than RDM can with /WHM or /RDM. Gravity, cant utilize its -EVA effect, the Weight itself is actually no different from the tier II, so not losing much for SCH here either.

    SCH ruined RDM because it brought basically everything RDM has to the table, and more, except for melee. Even melee SCH beat melee RDM for a time, because Embrava allows a SCH to easily build TP with its Regain, you could actually melee and DD as a SCH in NNI right now if you want to because of Shattersoul and its 100% INT mod giving SCH a beastly WS it can spam. Another mage taking RDM abilities like this would simply make the job even more pointless.

    The beginning of what you said, "Enhancer: Primary", "Debuffer: Primary", "Healing: Secondary" and "Damage: Secondary" these are all what RDM is statistically. RDM has the highest Enhancing, Enfeebling, and has some decent Healing, and Elemental skills, as well as melee skills. For spells you want to take away RDM's Gravity and Refresh? Two of the last spells to RDM which are unique? Take away our Job Ability which is one of our only five we have ever learned, Spontaneity, which is also our newest one!? Take away Fast Cast which is our most defined Job Trait?! Your following line after Fast Cast is "This trait is replaced with magic accuracy bonus traits in order to preserve the uniqueness of the time mage." This line offends me, that you believe RDM should be basically robbed of more of its uniquities just to allow a new job to be unique itself!

    I mean no offense, but after how RDM has been treated since the level cap was raised, and really since before then, more around since SCH was introduced. Adding more jobs which fill roles extremely similar to RDM is just another way to screw the job, and in all honesty, it seems as though this job would be stealing some of Geomancer's unique features as well.

    If they were to do anything like this, they should instead just add some of these abilities to RDM and call it a day. RDM would be improved, perhaps obtain a few more unique qualities it lacks in this game right now, and benefit the job rather than crush it even more than it already has been. The last thing this game needs right now is more jobs taking away unique features and qualities of other jobs because we already have to much of a bland mix as it is.
    (2)

  4. #14
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by Trisscar View Post
    I should interject and point out that FFxi is, essentially, a turn based game. Why else would there be such thing as 'spell freeze' and the like?
    Players and monsters both act independently of one another. Although actions have varying degree of "delay", everything occurs in real-time. So no, FFXI is not turn based.
    (1)


    Quote Originally Posted by Babekeke View Post
    If you can't out-claim someone who's AFK, you need to find a new game to play.

  5. #15
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I also appreciate the effort you put into the job concept but sorry to say every aspect of it hit me wrong.

    One of the general eye-rolling aspects of many new job introductions is that they have essentially taken what forum posters have been suggesting for RDM since 2002 and created a new job for it. BLU, DNC, COR, SCH all have major job functions and roles that were continually requested for RDM. I care for newness more than for fixing old stuff, that's just my preference, but it was still a little irksome to watch that happen.

    You've gone a step further and even suggested that spells and abilities be removed from RDM and other jobs and given to Time Mage, which would absolutely ruin it for me. I've never been pissed at a job introduction, but this would infuriate me.

    As far as the sphere concept, I may have interpreted yours wrong, but isn't this what they're planning for GEO? We'll have to wait and see how that goes. I'm excited about it, but somehow in the current framework of "kill it as fast as possible" (which admittedly may change based on recent director comments), I want to see how much tolerance people are going to have for having to stand in the right spot to gain buffs.
    (0)

  6. #16
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    Sep 2011
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    166
    Quote Originally Posted by Alhanelem View Post
    Well yes, because RDM has been in the LOLtier for quite a while now.

    Also, why take Meteor away from BLM? What does meteor have to do with time mage? I like the concepts of the abilities, to be sure. The spell list makes sense, it's just kind of OP and stomps on the toes of RDM. This is why I don't think time mage really fits into the game well. it works a lot better in turn based combat systems, IMHO. Still, I respect the thoughtfulness and effort that went into this attempt- it's more than I can say for a lot of the other threads I've seen trying to invent this job.
    Well while time mage does involve magic it also highly involves space and since meteor is one of there defining spells I think that an adjustment would suit them, but I really didn't just take it away, they are also receiving doomsday to replace it which would function the same.
    (0)

  7. #17
    Player
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    Sep 2011
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    166
    Quote Originally Posted by Demon6324236 View Post
    Fast Cast, Slow, Haste, Gravity... Really, if this were added I would rather them just delete RDM from the game, and I would give up. RDM has very few unique things to it anymore, almost all of them able to be accessed at roughly the same potency as a sub-job, and your talking about yet another mage job that would steal more of it. Fast Cast already exists from Arts with /SCH, tons of gear now compared to before, and /RDM itself. Slow is something WHM has had, and will continue you have, while SCH/RDM can use the spell just as well as RDM can between weather bonus it can force for itself and its stratagems. Haste, WHM has, SCH can make it last longer than RDM can with /WHM or /RDM. Gravity, cant utilize its -EVA effect, the Weight itself is actually no different from the tier II, so not losing much for SCH here either.

    SCH ruined RDM because it brought basically everything RDM has to the table, and more, except for melee. Even melee SCH beat melee RDM for a time, because Embrava allows a SCH to easily build TP with its Regain, you could actually melee and DD as a SCH in NNI right now if you want to because of Shattersoul and its 100% INT mod giving SCH a beastly WS it can spam. Another mage taking RDM abilities like this would simply make the job even more pointless.

    The beginning of what you said, "Enhancer: Primary", "Debuffer: Primary", "Healing: Secondary" and "Damage: Secondary" these are all what RDM is statistically. RDM has the highest Enhancing, Enfeebling, and has some decent Healing, and Elemental skills, as well as melee skills. For spells you want to take away RDM's Gravity and Refresh? Two of the last spells to RDM which are unique? Take away our Job Ability which is one of our only five we have ever learned, Spontaneity, which is also our newest one!? Take away Fast Cast which is our most defined Job Trait?! Your following line after Fast Cast is "This trait is replaced with magic accuracy bonus traits in order to preserve the uniqueness of the time mage." This line offends me, that you believe RDM should be basically robbed of more of its uniquities just to allow a new job to be unique itself!

    I mean no offense, but after how RDM has been treated since the level cap was raised, and really since before then, more around since SCH was introduced. Adding more jobs which fill roles extremely similar to RDM is just another way to screw the job, and in all honesty, it seems as though this job would be stealing some of Geomancer's unique features as well.

    If they were to do anything like this, they should instead just add some of these abilities to RDM and call it a day. RDM would be improved, perhaps obtain a few more unique qualities it lacks in this game right now, and benefit the job rather than crush it even more than it already has been. The last thing this game needs right now is more jobs taking away unique features and qualities of other jobs because we already have to much of a bland mix as it is.
    Red Mage actually never was focused as a time magic user, the reason why square enix made that there niche is because of there melee capabilities which I think is a big mistake, plus with the accuracy bonuses they will be able to land more spells. In my opinion what red mage needs is a redesign and I might just do it in my reserved section in the future or a new thread.
    (0)

  8. #18
    Player
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    Mar 2011
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    Quote Originally Posted by Brightshadow View Post
    Red Mage actually never was focused as a time magic user, the reason why square enix made that there niche is because of there melee capabilities which I think is a big mistake, plus with the accuracy bonuses they will be able to land more spells. In my opinion what red mage needs is a redesign and I might just do it in my reserved section in the future or a new thread.
    I would very likely disagree with your redesign of RDM as well. I like how RDM is now, it lacks the gear for melee, it lacks the higher tier spells for nukes, its healing is right where it should be, and its spells lack any real unique quality to them. All that RDM really needs is more access to Light DD gear, native Dual Wield or a job trait that enhances your melee in a similarly effective way, unique spells, and it will be a good job. Unique spells need to have a use of course, and RDM can not out DD a job which is made for it like WAR or SAM, otherwise it would be broken in a good or bad way depending on which of those two things are not done correctly.

    Edit:Forgot to comment on your first line, RDM was never focused as a time magic user. Your right, it was built in this game as an Enfeebler, Enhancer, and a Fast Caster, each of these are what you said to either take away from or copy that RDM currently wields, and some of these are the only unique things RDM still has left, if your redesign would be as extensive as you make it sound like it would be, then it would no longer even be a RDM, just some weird new job in RDM skin. Not to mention for them to change some of what you have, they would have to completely redesign RDM's gear selection and current JSE gear such as Artifact, Relic, and Emp gear.
    (0)
    Last edited by Demon6324236; 01-21-2013 at 10:52 AM.

  9. #19
    Player Alhanelem's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    10,892
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Brightshadow View Post
    Well while time mage does involve magic it also highly involves space and since meteor is one of there defining spells I think that an adjustment would suit them, but I really didn't just take it away, they are also receiving doomsday to replace it which would function the same.
    There is no reason to replace it with something else even if it funcitons the same (in which case, it would make a lot more sense to just give the same spell to each job). Meteor is the ultimate black mage spell, and you see it cast by a whole bunch of Tarutaru black mages in the game's opening scene. So you want to screw with that and have the game actually give meteor to some other job and not BLM, the job which is seen casting it throughout the game by many NPCs?
    (0)

  10. #20
    Player
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    Sep 2011
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    166
    Quote Originally Posted by Alhanelem View Post
    There is no reason to replace it with something else even if it funcitons the same (in which case, it would make a lot more sense to just give the same spell to each job). Meteor is the ultimate black mage spell, and you see it cast by a whole bunch of Tarutaru black mages in the game's opening scene. So you want to screw with that and have the game actually give meteor to some other job and not BLM, the job which is seen casting it throughout the game by many NPCs?
    Im actually working on some adjustments right now meteor will no longer be given to time mages.
    (0)

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