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  1. #1
    Player Inafking's Avatar
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    Jul 2011
    Location
    Windurst
    Posts
    298
    Character
    Kingofswords
    World
    Asura
    Main Class
    BLU Lv 99

    [Job Adjustments Manifesto] RDM

    I like what they had to say about enfbling magic. Like a lot of other jobs, even with capped skill it's useless without expensive / time consuming gear.

    They did not mention enhancing magic, however. I'd like to see more than Refresh2 for RDM's exclusive buffs.

    Also, where's the mele? I want my sword to be more useful.
    (3)
    The Original Blue Mage

  2. #2
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    All of the job adjustments sounded pretty boring to me. For a "manifesto" that's supposedly targetted to a 99-mindset rather than 75, it still seems like simple little 75 tweaks.

    My suspicion with new enfeebles is that they'll be designed like Addle - you can't silence any NM that matters, so add a spell that's 1/10 of silence's purpose.

    And the worst part is that any enfeeble we get will probably go to WHM or BLM too. The most confusing part is that SCH is supposedly getting a spell to reduce enemy TP, which of course would have been ideal for RDM (and I believe requested here in numerous places, and nowhere on the SCH board), but is instead going to a job that has zero native enfeebles except addendum: black dispel and break.

    Honestly I don't want any more party enhancing spells for RDM. Cycling buffs was old in 2005, to have to do it with more would be terrible. Unless it replaces Haste entirely or we get Hastega, then no thanks.

    I agree about the melee and wanting my sword to be more useful. Lots of good ideas have been mentioned on this board. I hope they are paying attention to peoples' ideas here like the thread claimed.
    (3)

  3. #3
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    Mar 2011
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    139
    Quote Originally Posted by Merton9999 View Post
    All of the job adjustments sounded pretty boring to me. For a "manifesto" that's supposedly targetted to a 99-mindset rather than 75, it still seems like simple little 75 tweaks.

    My suspicion with new enfeebles is that they'll be designed like Addle - you can't silence any NM that matters, so add a spell that's 1/10 of silence's purpose.

    And the worst part is that any enfeeble we get will probably go to WHM or BLM too. The most confusing part is that SCH is supposedly getting a spell to reduce enemy TP, which of course would have been ideal for RDM (and I believe requested here in numerous places, and nowhere on the SCH board), but is instead going to a job that has zero native enfeebles except addendum: black dispel and break.

    Honestly I don't want any more party enhancing spells for RDM. Cycling buffs was old in 2005, to have to do it with more would be terrible. Unless it replaces Haste entirely or we get Hastega, then no thanks.

    I agree about the melee and wanting my sword to be more useful. Lots of good ideas have been mentioned on this board. I hope they are paying attention to peoples' ideas here like the thread claimed.

    I"m thinking the reason behind SE giving the TP enfeeble move to SCH is because for the most part they do lack a good sense of unique magic abilities. The helixes aren't as good as they could be and then we have weather spells. The only other unique spell is klimaform however all jobs can use that now. We recently got the regain enhancement spell so what would go better hand in hand with that then an enfeebling TP move. Well we also the Enmity controlling moves so I think the point SE is trying to make for SCH is they are a magic class that can control the strategy of players and mobs. The idea behind enmity control is "easier hate control" or the ability to attack harder without fear of grabbing hate.

    The regain spell allows one to WS faster kinda so it only seems logical for SCH to get the enfeebling version.

    Also keep in mind RDM has tier 2 enfeebles so the real point is RDM is an enfeebling class that focuses on targeting a mob through status ailments, enmity control and TP control wouldn't be considered status ailments.

    When it comes to status ailments it is very possible that maybe they could see amnesia or higher tiered enfeebles like mute that mobs would be unable to na with ease. Or perhaps even a different elemental tier of enfeebles that do the same enfeeble as other spells but since they are on a different elemental alignment they are easier to land on mobs that would normally be hard to land on.

    I would also think that melee is the last thing SE is considering for mage jobs atm, it's better to focus on enhancing their magic capabilities then once they have that figured out they can decide how to make them more melee friendly. It's very possible that whatever the "dungeon crawler" concept is, it'll be a concept that would most likely encourage all party members to melee in the fight.
    (0)

  4. #4
    Player CapriciousOne's Avatar
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    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    I agree that their vision of this job and the reality of it is a big gaping hole between the two. For one it never made any since to me that spells like Haste dont have an aga version of it. As a matter of fact if RDM best magical is skill is Enfeebling magic why doesn all those spells have an AoE version of them that is RDM only? Same with Enhancing magic as well. I can understand a WHM having aga Cures but with the way people insist on making RDM nothing but a wimpy nurse(which is why i rarely ever party unless I'm really bored/impatient) then the least they could do is give enhancing AoE enhancing spells (Haste, Phalanx, Enspells, Regen, Refresh) to make life easier and they should be EXCLUSIVE to RDM if they ever do that but I would die holding my breath waiting on remove head from rear and wise up. If they did that I might even actually consider being a nurse more often especially if they took it one step further and allowed the effect of composure to be expanded to the party the ease the casting load since the spells would last longer.

    As far as melee go I dont know what the big issus is with it beyond maybe more powerful weaponskills. I personally think the real issue is that the weapons base damage just flat out is garbage in comparison to say the two-handed great weapons. To be fair however I am lazy and dont have any of those weapons everybody makes a big deal about like Joy toy and what not nor have I done any of the quested weapon skill stuff either but as far as regular mob go i haven't had to many problems dispatching mobs until i've gotten with in 5 levels of my actual job level (85-90) then I start to wish I was doing more damage.

    Personally as far as RDM melee goes and acutally all jobs I would like all jobs where their strongest weapons are one-handed all recieve Dual-wield. More specifically like NIN will most likely get a dual-wield 6 when all the caps are finally complete and that is fine but for other jobs the max DW trait acquired by the MAIN jobshould be as follows:

    A Skill - Dual Wield 5 at max but at least Dual Wield 4
    B Skill - Dual wield 4 at max but at least Dual Wield 3

    This is regardless of the + and minuses in skill and would allow all jobs to contribute the physical demise of a mob. The DoT of spell cant compare to the Dot done by the physical weapon unless SE factors in more of your actual skill into the damage calculations which i seriously doubt they ever will. I guess I just hate knowing there is a weapon that isnt drawn and doing any physical damage to a mob even if it is just a little bit. In addition this will allow for more flexibilty in sub job choices for those who want to dual wield and not have to worry about losing the abiltiy to dual wield. Those who still Sword and board it can still continue to do so but at least u will have the OPTION of switching without losing the benefits of the sub job of our choice like the very popular RDM/BLM and RDM/WHM combo.

    (Sigh) Then again give people unrestricted choices isnt exactly SE strongsuit now is it? One can only hope they will someday make a liar our of me.
    (1)
    Last edited by CapriciousOne; 08-10-2011 at 05:23 AM.

  5. #5
    Player Inafking's Avatar
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    Jul 2011
    Location
    Windurst
    Posts
    298
    Character
    Kingofswords
    World
    Asura
    Main Class
    BLU Lv 99
    /sch ftw. I know that does not apply to refresh, but you bring up a good point about how new buffs need to stack with that sub.
    (0)
    The Original Blue Mage

  6. #6
    Player Hyrist's Avatar
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    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Honestly I don't want any more party enhancing spells for RDM. Cycling buffs was old in 2005, to have to do it with more would be terrible. Unless it replaces Haste entirely or we get Hastega, then no thanks.
    If they want to make us into a right buffer, then they need to add more buffs. And so long as it is actually flushed out, I don't care if it's extra spell load for large events like HNMs. Haste and Refresh do not make players Demigods. We are a far cry from the 'vision' they have.

    What needs to happen is for them to lift restrictions off of Accession. Haste should be accession-able, as should Refresh II. There's no intelligent reason not to, as we'll never be competing with Summoner for the same party slot anyways (nobody complains about earthen Ward or Diamonhide getting jipped.). The same goes for any other buff spells we get. It's just necessary trip ups.

    I'll reserve judgement on new debuffs and Melee improvements until I see the first set of patches come our way. Honestly I'll be happier when our CURRENT ones are actually more useful.
    (1)

  7. #7
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    Mar 2011
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    The enfeebling thing on HNM is a good start..... Landing enfeebs on higher end mobs in abyssea and such is just too hard right now, which is why you just see most groups going with Rdm, and healing through the damage with a Whm or two.

    Rdm has been fairly neglected on Enhancing though honestly... I first think Phalanx II should be pulled freakin out of Rdm's merits and just put in as a high end spell. The spell is weak until you max out its merits, and when you do you lower your enfeebling potential.

    Refresh II is nice, not being able to make it AoE with /sch kind of dumbfounds me though. If any job should get a Haste II it should be red mage at this point.

    " Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while rendering once-formidable enemies impotent with enfeebling magic."

    This doesn't add up with what Rdm has been given AT ALL. Starting with the bar spells Rdm has had alot of self-cast buffs that whm has an AoE version of. You can work around this by subbing whm as Rdm for bar resistance spells. You can also work around it by using Accession with a bar spell as well as /sch.

    However now we have a new set of spells, the Gains and Boosts. White mage gets Boosts, which increase a single stat based on your enhancing magic in an AoE around the white mage. Red mage gets the Gains, which increase a single stat based on your enhancing magic on YOURSELF ONLY. Note, a lot of these self buffs can be gotten around by using Accession.......however..... Accession doesn't work with Gain spells. As is, this is a very solo/self cast buff for red mage, even though they're talking about red mage turning allies into "demigods" with their enhancing magic. This is something that needs to be looked at hard if Red mage is supposed to be a group enhancer and not a self enhancer.

    Being able to even single target it cast it on another party/allaince member would be better than this self-only crap, but as is it is only useful for the Rdm his/herself.

    I could see red mage living without Cure V if 1. Enfeebling would actually land ~80+% of the time with capped enfeeb + a decent enfeeb set 2. There were more enhancing spells that red mage had that white mage didn't. Without these two though, rdm just doesn't bring enough to the plate, and really needs to be able to cure harder as a support than as is right now.
    (2)

  8. #8
    Player Merton9999's Avatar
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    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I agree with the ridiculousness of their vision statement. It's indefensible.

    /SCH doesn't solve any cycle buff problem, except Phalanx. It's incompatible with Haste and Refresh II, and if you're doing enspellga that was was never cycled anyway. Currently there is no spell that SCH main can't access through main or support job that can be accessioned. Others are exempt too, but right now there is no spell that works this way. Unless at least this restriction is removed, any new RDM buff will suffer the same fate. I can't see that happening though - as a SCH it would make no sense to me for another job to be able to AOE a buff that I can't even cast.

    I'm still voting for no new party enhancements for RDM. I'd rather have new enfeebles that are RDM-exclusive, useful to parties and not worthless on mobs that matter. Traits, abilities and reworking of enfeebles to make the current ones more useful would be welcome too.
    (1)

  9. #9
    Player Rayik's Avatar
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    Apr 2011
    Posts
    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Is it just me, or does SE take whatever the fans suggest, and do the opposite? Oooh RDM's are awesome at enhancing their allies; yeah, WHEN THEY SUB WHM. *rolls eyes*.

    We've been clamoring for more effectiveness in melee (Just give us a magic elemental WS for F's sakes!!!!) and instead we're getting shoved to the back line permanently.

    Welcome back, wanna-be whm's.
    (3)

  10. #10
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Rayik View Post
    Is it just me, or does SE take whatever the fans suggest, and do the opposite? Oooh RDM's are awesome at enhancing their allies; yeah, WHEN THEY SUB WHM. *rolls eyes*.

    We've been clamoring for more effectiveness in melee (Just give us a magic elemental WS for F's sakes!!!!) and instead we're getting shoved to the back line permanently.

    Welcome back, wanna-be whm's.
    My thoughts exactly. This mainfesto is aggravating me more than any other job adjustment announcement, frankly. They state that player feedback is encouraged yet for all the jobs I care about (and others it seems) there's not a single upcoming ability example that comes close to what the majority of people on the English boards are asking for.

    When is the "just kidding" announcement coming?
    (6)

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