Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 38

Hybrid View

  1. #1
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I'm betting they only read OP. Yeah the OP is PLD-esque, but the more recent ones are clearly more RDM. PLD doesn't have anything to do with elemental magic.

    If you want PLD to get a new ability, then give them an AOE spell or JA that works like stone skin, but for magic damage only.
    (0)

  2. #2
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I like Duelle's dual ability concept, especially the part where the RDM takes damage if not released quick enough!

    I'm a fan of the current simplified game play, and have no interest in requiring teamwork or introducing more challenge soon. That got old in 2006. If you do want to require all this coordination though, you'd need to offer a LOT more than an MAB bonus for a Runic absorbed spell. Otherwise it would quickly join Skillchains, Magic Bursts and SATA in the "not worth it" graveyard. Coordinating stuns, JA announcement macros, a casting moratorium for everyone but your Runic partner, the chance to absorb a mob's out-of-the-blue 90% FC spell that would cure it - they may all seem like good gameplay to some, but my prediction is the RDM who wanted to melee with a Runic that carried all that baggage for a bit of MAB would quickly be more shunned than the one that just wanted to melee.

    Without a way to direct the potential absorbed spell (matching the current enspell is just one simple way to do this), Runic is going to need to offer a lot more utility to justify its coordination costs.
    (0)

  3. #3
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Merton9999 View Post
    I'm a fan of the current simplified game play, and have no interest in requiring teamwork or introducing more challenge soon. That got old in 2006.
    I'm sorry to hear it. I enjoy hunting loot. The more elusive and rare the better so long as the monster in front of it is actually a challenge. Fighting hard stuff is how I have fun.

    I like playing with my friends, who are all competent at the game. They would have no problem, pull any of this off. Watching things blow up is more satisfying when it's in a group and we actually had to try.

    I do find Aby to be dreadfully boring, almost all of the time. But you are entitled to your opinion. If you like the simplified version, can you suggest a compromise that might be somewhere in the middle?


    Quote Originally Posted by Merton9999 View Post
    Without a way to direct the potential absorbed spell (matching the current enspell is just one simple way to do this), Runic is going to need to offer a lot more utility to justify its coordination costs.
    I'm suggesting the ability to:
    • nullify enemy Nukes
    • take hate for mages
    • open up magic bursting without SCs
    • amplify nuke damage
    and you dont want it?
    (0)
    Last edited by ManaKing; 06-11-2011 at 07:15 AM.

  4. #4
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by ManaKing View Post
    I'm sorry to hear it. I enjoy hunting loot. The more elusive and rare the better so long as the monster in front of it is actually a challenge. Fighting hard stuff is how I have fun.

    I like playing with my friends, who are all competent at the game. They would have no problem, pull any of this off. Watching things blow up is more satisfying when it's in a group and we actually had to try.

    I do find Aby to be dreadfully boring, almost all of the time. But you are entitled to your opinion. If you like the simplified version, can you suggest a compromise that might be somewhere in the middle?

    I'm suggesting the ability to:
    • nullify enemy Nukes
    • take hate for mages
    • open up magic bursting without SCs
    • amplify nuke damage
    and you dont want it?
    No need to be sorry. I liked the challenges the game posed in the first couple years, and played it non-stop. I just had my fill and moved on. I came back when easy content became the norm, and I play with the same small group too, who all did the same. We all take it extremely lightly, with a beer in one hand, and a controller in the other. At this point we have fun just watching things blow up, but no longer need or want it to be challenging.

    The complications I listed could be more than handled in my pack, but none of us would have the tolerance for the coordination aspect anymore. I'm not saying I wouldn't like an uncontrolled version, just that it would end up too annoying over time for me, I'd limit it to small group use if that, and my guess is others would too.

    I like the matching enspell requirement as a compromise because it's a mechanic everyone could get used to with no notifications, very little chance of unintentional absorption, and almost no potential to cure the mob. It also makes you choose between using the ability offensively or defensively, and doesn't allow a complete reflection of all the mob's spells, which otherwise could only be achieved through a terribly long recast. I would just up the damage modifier to Runic by a lot more than the RDM's MAB. In fact I'd make it so higher tiers (or even just a spell absorbed from someone other than the RDM) offered dramatically more damage than what the RDM can cast, so you have an ability that is highly valued in parties, but avoids the whining about RDM being an overpowered soloist.
    (0)
    Last edited by Merton9999; 06-11-2011 at 09:58 AM.

  5. #5
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Merton9999 View Post
    No need to be sorry. I liked the challenges the game posed in the first couple years, and played it non-stop. I just had my fill and moved on. I came back when easy content became the norm, and I play with the same small group too, who all did the same. We all take it extremely lightly, with a beer in one hand, and a controller in the other. At this point we have fun just watching things blow up, but no longer need or want it to be challenging.

    The complications I listed could be more than handled in my pack, but none of us would have the tolerance for the coordination aspect anymore. I'm not saying I wouldn't like an uncontrolled version, just that it would end up too annoying over time for me, I'd limit it to small group use if that, and my guess is others would too.

    I like the matching enspell requirement as a compromise because it's a mechanic everyone could get used to with no notifications, very little chance of unintentional absorption, and almost no potential to cure the mob. It also makes you choose between using the ability offensively or defensively, and doesn't allow a complete reflection of all the mob's spells, which otherwise could only be achieved through a terribly long recast. I would just up the damage modifier to Runic by a lot more than the RDM's MAB. In fact I'd make it so higher tiers (or even just a spell absorbed from someone other than the RDM) offered dramatically more damage than what the RDM can cast, so you have an ability that is highly valued in parties, but avoids the whining about RDM being an overpowered soloist.
    Thank you for your input. I appreciate the way you stated your opinion and gave additional insight. It is personally helpful to me to understand where you are coming from and I can agree with your rationale.

    2 points sir, 2 points.


    Quote Originally Posted by Seriha View Post
    I'd be okay with the capture/release aspect of a Runic ability that did take a party member's spell, preserving all its statistical info to be released by the RDM at their discretion. So say early on in a fight you absorb a BLM's Blizzaga III, later on a darkness SC is set up with the BLM bursting the same spell and you then release the one you'd been holding. That could be a potential instant 10k if the BLM's pimp enough and a sizable chunk of any mob's HP.
    Simple is better...

    yeah why not. Screw the other mechanics. Catch and release wouldn't be that hard.

    Anyone have any preference on delivery method other than JA?

    Use it once to setup absorbing. Use it a 2nd time to release with additional MAB damage from RDM?
    (0)
    Last edited by ManaKing; 06-11-2011 at 10:25 AM.

  6. #6
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    I was thinking about it and like Seriha mentioned there is no way that SE would let you absorb the entirety of a spell on a low enough timer to make is useful.

    People also tend to complain about how one of the biggest disadvantages for Rdm to melee is that he has to place himself in harms way.

    Maybe runic could be instead of something about absorbing an entire spell or dumping a nuke from a party member it can be an incentive for Rdm to stay within melee range and a way to help protect the Red mage from close range damage.

    Runic JT
    Rdm ?? / Pld ?? / Drk ??

    Reduces 10% of all magical damage received to MP.
    (numbers are negotiable of course it could even be a tiered JT where the % increases)

    Helps reduce damage taken by the Red Mage making the Red mage one of the safer jobs to keep close. At the same time even if he does get hurt he can use the MP absorbed by the spell to help assist those who got hit.
    (0)
    Last edited by Supersun; 06-11-2011 at 12:30 PM.

  7. #7
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    I'd be okay with the capture/release aspect of a Runic ability that did take a party member's spell, preserving all its statistical info to be released by the RDM at their discretion. So say early on in a fight you absorb a BLM's Blizzaga III, later on a darkness SC is set up with the BLM bursting the same spell and you then release the one you'd been holding. That could be a potential instant 10k if the BLM's pimp enough and a sizable chunk of any mob's HP.

    Beyond that, this is kind of creeping up there on my list of disdain like the old and tired Double Cast idea. I just can't see SE giving an ability to completely negate a any mob's spell (Utsu at least fails to -agas or SCH-buffed STs), let alone at a reasonable timer. I'm quite bluntly sick of any JA having a timer greater than 3m these days, as it only perpetuates FFXI's slow combat compared to other games and feeds into the lack of diversification among jobs. Anything too short, however, and you risk multiple RDMs in an alliance basically shutting down a caster mob, which are usually defensively squishy and only a threat because of said spells.
    (0)

  8. #8
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I like this version of Runic, Supersun. It's useful, simple, and gives me a nostalgic ability without being poo-pooed as too overpowered to implement. Also, in a sense, you could look at it as bouncing the mob's nuke back at them. If you make the MP absorption rate high enough, you'd have enough additional mana from a Runic use to nuke back in the traditional sense.

    It does lack the melee encouragement, teamwork aspect, and the concept of taking hate for other mages, though. And there's something FFVI-esque I'd miss if I wasn't required to be wielding a sword to activate Runic! I'd ideally like to see SE work with the other Runic suggestions here in whatever balanced manner they need to.

    In any case, I'd still make it a JA instead of a JT, so you have to time it. The other problem I have is that in this version it does sound more like a PLD ability. However, they do have a "Converts damage to MP" on their AF3 head already. Let's hope SE takes one thing RDMs are asking for and doesn't redirect it to another job.
    (0)

  9. #9
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    Quote Originally Posted by Merton9999 View Post
    Let's hope SE takes one thing RDMs are asking for and doesn't redirect it to another job.
    Get used to it lol
    (0)

  10. #10
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Sadly I already am. If it continues to happen on the road to 99, though, at some point my reaction will turn from eye-rolling to demanding monetary compensation!
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast