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Thread: More Magic

  1. #1
    Player hollowsgrief's Avatar
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    Mar 2011
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    Character
    Talizorah
    World
    Quetzalcoatl
    Main Class
    WHM Lv 99

    More Magic

    So I am not sure if people already asked this but, well, here goes. Banish IV, Banishga III how come we still do not have these? XD I mean obviously its not because divine magic is overpowered, and these spells use to be on the test server for us to play around with. I am just curious is there any plan to add these spells? (I could list many more spells server jobs have been waiting on for a very long time)

    Also, it seems as though monsters are getting many more ways to put uncureable debuffs on us (one of the new delve bosses can put weakness on us without even KOing anyone and he isn't even the first) Is there any plan to add some new ailment cures? I am sure every job would be happy if WHM (and maybe SCH?) got a way to cure weakness, amnesia, etc.

    Any reply, even "Sorry no plans to do that" would be greatful. XD
    (6)

  2. #2
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    Curing weakness would be bad as it would create situations where players would stop using strategies and tactics and would just die->get raised->get weakness removed. It would create a scenario where there's no penalty or fear of getting KO'd and DDs could be more careless since their weakness could just be removed. Amnesia is annoying, I'd rather it just be capped at 30second duration or something than let it last longer and just be removable. I think right now WHM's healing/support is very, very effective. As for Damage, they could use another tier of Banish and Banishga IV to make their nukes stronger I suppose, maybe a Repose II, Stoneskin II, Blink II.
    (0)

  3. #3
    Player FaeQueenCory's Avatar
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    Character
    Eliosha
    World
    Odin
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    SMN Lv 99
    Quote Originally Posted by Ophannus View Post
    Amnesia is annoying, I'd rather it just be capped at 30second duration or something than let it last longer and just be removable.
    I completely disagree.
    Amnesia is annoying.... but WHM kinda is the job that... y'know... CURES. I would much rather have a amnesina instead of the reliance on... the baramnesira... which doesn't help with anything except lowering the duration... (now, if the barstatuses helped with resisting... like, noticeably helped... they might be worth using.)
    It further helps differentiate between the good WHM and the crap one: which one gets rid of ailments? And which one only drops cure5s....

    Also: Amnesia aura? stop that!

    EDIT: "weaknessna" however... that's just a one way ticket to the death of strategy...
    (1)

  4. #4
    Player Mirage's Avatar
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    I think having a spell/ability that would remove weakness could work, if it had certain limitations.You could make it usable during Divine Seal only, or it could have a tremendous MP cost. There might be some strategy involved in the decision between unweakening a party member and being able to cure 8000 hp
    (1)

  5. #5
    Player hollowsgrief's Avatar
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    Mar 2011
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    Character
    Talizorah
    World
    Quetzalcoatl
    Main Class
    WHM Lv 99
    Obviously the ability to cure weakness would have to be limited (personally I wanted our new SP to be weakness cure 1 hour recast, etc.) However, it would not, as you said, be the death of strategy. There are many mobs out there who can instantly kill a player, many of them have no way to stop it. And some NMs can put weakness on you without even killing you; Almost always dooming you to die from the next hit you take even at full HP. My idea behind it was to add to strategy, Say Tojil gets Lahar off, the DD with current hate gets the cure, he holds it while the rest of the alliance backs off and waits for weakness, thus preventing a wipe, or a full 5min weakness. Things like that, maybe that makes more sense?
    (0)

  6. #6
    Player FaeQueenCory's Avatar
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    Character
    Eliosha
    World
    Odin
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    SMN Lv 99
    Quote Originally Posted by hollowsgrief View Post
    Obviously the ability to cure weakness would have to be limited (personally I wanted our new SP to be weakness cure 1 hour recast, etc.) However, it would not, as you said, be the death of strategy. There are many mobs out there who can instantly kill a player, many of them have no way to stop it. And some NMs can put weakness on you without even killing you; Almost always dooming you to die from the next hit you take even at full HP. My idea behind it was to add to strategy, Say Tojil gets Lahar off, the DD with current hate gets the cure, he holds it while the rest of the alliance backs off and waits for weakness, thus preventing a wipe, or a full 5min weakness. Things like that, maybe that makes more sense?
    See.... that kind of thing..... it's like an amnesia aura to me.
    Don't make NM with that kind of bull.
    It doesn't add any challenge.
    It doesn't make it any harder.
    It just turns a fight that could have lasted 40min into one that will last 5hr.
    THAT is what it seems to me that you are dissatisfied with.
    And I agree. It's utter bull for this kind of thing to be a part of the game... it's a HUGE artificial "difficulty"... much like having a boss have millions of HP... that doesn't make the boss harder.... it just makes the boss take longer to kill.

    Amnesia auras and insta-weakened.... need to stop happening. (at least in AoE scenarios)
    Now, if the insta-weakened lasted.... say... 1min... or even was something like 30s. I wouldn't care. That's not that big of a deal... but when it's "real" weakness being slapped on ppl... >:[
    If they wanted a boss to severely reduce your hp/mp and increase your recast timers... use a really potent curse and slow.
    Make it unresistible.
    Make it a challenge.... don't just make it artificially "hard".... because that's never hard. It's always just a waste of time.

    Having a weaknessna will unbalance the rest of the game.
    Having anmesiana won't.
    (0)

  7. #7
    Player Bamph's Avatar
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    You could totally have a weaknessna that doesn't unbalance the game...

    4 examples:

    Weaknessna: castable only on yourself, WHM 99. Recast: 5 mins (which would turn into 10 since you cast while weak), cost: 300 MP (or however much MP you have max while weak). Not able to be AoE'd by any means.

    Arise II: castable on party member only, WHM 99; Recast: 10 mins; cost 500MP: Raise with full HP without weakness. No reraise status, unlike Arise.

    Weaknessna II: Cost: 700 MP, only castable under the effect of Divine Seal: Party member only: removes weakness, no HP gain. Not able to be AoE'd by any means.

    Sacrifice II: Cost: 50 MP, castable on party member only: Transfers weakness to yourself.
    (0)
    Last edited by Bamph; 08-19-2013 at 07:18 AM. Reason: Edited to change 2 examples to 4 examples.

  8. #8
    Player Sofrid's Avatar
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    Character
    Sofrid
    World
    Bahamut
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    WHM Lv 99
    Quote Originally Posted by Bamph View Post
    Weaknessna: castable only on yourself, WHM 99. Recast: 5 mins (which would turn into 10 since you cast while weak), cost: 300 MP (or however much MP you have max while weak). Not able to be AoE'd by any means.
    It needs to be a JA, simply because the current recast cap is 255 sec. (Ask a SCH to do Manifestation on Klimaform, without any fast cast. It will show 4:15.) Also, Accession cannot work on anything that SCH do not innately get and/or spells that aren't available as SJ, so it won't be Accession-able. The fact is, you'd have to make Divine Veil not applicable.

    Arise II: castable on party member only, WHM 99; Recast: 10 mins; cost 500MP: Raise with full HP without weakness. No reraise status, unlike Arise.
    Recast issue: see above. (Also, Arise recast is 2min/300MP and already reduces weakness to 3min.)

    Weaknessna II: Cost: 700 MP, only castable under the effect of Divine Seal: Party member only: removes weakness, no HP gain. Not able to be AoE'd by any means.
    700MP is probably a bit on the high side. Also, I would think that this needs to be not a -na spell in name (and effect), because DS already AoEs -na spells.

    Sacrifice II: Cost: 50 MP, castable on party member only: Transfers weakness to yourself.
    I'd only support this if (1) there's a chance for it to fail (like Cursna on Doom) depending on skill/other factor, (2) Cannot be cast if the WHM is Weakened, (3) either has a decent recast and/or requiring Afflactus Solace (and removes it when Weakness is successfully transferred).
    (1)

  9. #9
    Player Bamph's Avatar
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    I didn't know there was a cap on recast timers... You learn something new every day... Too bad there's no possible way to make that timer go higher... (unless the devs do something about it). I also forgot to mention that the spells shouldn't be able to make use of abilities that lower the cost or recast time.

    Quote Originally Posted by Sofrid View Post
    It needs to be a JA, simply because the current recast cap is 255 sec. (Ask a SCH to do Manifestation on Klimaform, without any fast cast. It will show 4:15.) Also, Accession cannot work on anything that SCH do not innately get and/or spells that aren't available as SJ, so it won't be Accession-able. The fact is, you'd have to make Divine Veil not applicable.

    Quote Originally Posted by Sofrid View Post
    Recast issue: see above. (Also, Arise recast is 2min/300MP and already reduces weakness to 3min.)
    Right, but this would be completely different as there would be no weakness when you get up.

    Quote Originally Posted by Sofrid View Post
    700MP is probably a bit on the high side. Also, I would think that this needs to be not a -na spell in name (and effect), because DS already AoEs -na spells.
    All the spells are on the high side (minus sacrifice II, but that would have the inherent cost of losing the MP you had when you get weakened ~800 probably). This would be done for balance so that the WHM would have the option of unweaknessing people or keeping others cured (preventing them from willy-nilly Arise II-ing one person while the party still needs healing). I thought I was being on the conservative side of things with my MP cost.

    Ok, so the spell needs another name... How about "Unweak," or "Strengthen," or "Invigorate." OH!! Choose Invigorate. I like it! Invigorate and Invigorate II.


    Quote Originally Posted by Sofrid View Post
    I'd only support this if (1) there's a chance for it to fail (like Cursna on Doom) depending on skill/other factor, (2) Cannot be cast if the WHM is Weakened, (3) either has a decent recast and/or requiring Afflactus Solace (and removes it when Weakness is successfully transferred).
    I never thought that you could use sacrifice in such a manner... if you were poisoned, and sacrificed to pull the poison away from someone else, I figured it would fail because you were already poisoned. (I looked it up on wiki now that you said it... you can :S. WTF... that's not much of a sacrifice then). If the WHM was weakened and tried to pull away another person's weakness, I'd be all for that WHM dying (and removing reraise). In fact, I'd be OK with it being guaranteed to pull away weakness, but have a chance of dying right afterwards.

    I didn't think that removing doom had anything to do with skill level, just luck. I've used cursna on whm with little skill (I know... BAD WHM!), and my wife used it on hers with capped skill, and we both had about the same success rate. And I always thought that cursna just removed curse if you were cursed, no questions asked, unless it was a different curse (like the difference between silence and mute). (I misread you... I thought you said cursna OR doom, however, I struck it out because I like it as a stepping point for this next spell idea). On a similar note, we need a doomna, or a "insert -na spell here" II that removes the higher tiers. Maybe an Erase II that can erase doom or amnesia.
    (0)

  10. #10
    Player Sofrid's Avatar
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    Character
    Sofrid
    World
    Bahamut
    Main Class
    WHM Lv 99
    Quote Originally Posted by FaeQueenCory View Post
    See.... that kind of thing..... it's like an amnesia aura to me.
    Don't make NM with that kind of bull.
    It doesn't add any challenge.
    It doesn't make it any harder.
    It just turns a fight that could have lasted 40min into one that will last 5hr.
    THAT is what it seems to me that you are dissatisfied with.
    And I agree. It's utter bull for this kind of thing to be a part of the game... it's a HUGE artificial "difficulty"... much like having a boss have millions of HP... that doesn't make the boss harder.... it just makes the boss take longer to kill.
    I would be in favor of a status ailment that only takes away the JAs (and not WS). You will still get your damage in, and it's not as debilitating to most players (excluding, say, SMN, DNC, COR, SAM and RUN).

    Or even a specific fight that gives you all your JA but not WS. (Again, debilitating for SAM and probably DNC thought not as much for DNC).

    The new gear heightening damage means that the HP value of mobs must increase exponentially as well. It's unfortunate, but it must be done.
    (0)

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