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  1. #1
    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.
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    Last edited by Merton9999; 06-11-2011 at 09:58 AM.

  2. #2
    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?
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    Last edited by ManaKing; 06-11-2011 at 10:25 AM.

  3. #3
    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.
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    Last edited by Supersun; 06-11-2011 at 12:30 PM.

  4. #4
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Supersun View Post
    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.
    Are we talking about a mini MP shield or are we talking about 10% of the damage we take is instead given to us in MP?

    MP Shield, No thanks.

    Magic Damage taken converted to MP, Yes Please. (I would obviously like all damage converted to MP instead.)
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