I would do that, but I advise all of you to be careful. The mods are very sensitive.
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Oh we'll be fine, besides it's different people posting, so obviously there is a desire to see Time Mage <,< It's bad enough I actually tweet to Yoshi-P during live letters about time mage lol.
Submit your vote to see Time Mage in ARR!
http://forum.square-enix.com/ffxiv/t...E-VS-TIME-MAGE
I would be for a time mage, but I think SE should bring other Job first before a time mage. I would like to see Red Mage and Dark Knight first.
lmao, you think it would be balanced for a class to have those spells, seriously? Lets give one class the ability to completely stop a monster from attacking across four different spells, all of which would be unable to land on primals or dungeon bosses.
Haste, Slow, Gravity and Comet are the only spells in that list that would be accurate to time mage and be useful and potentially not OP.
Who here wants one of the 5 abilities you get as a job to be one that lasts for 2 seconds that would have to come with a gigantic cooldown in order to be balanced?
Edit: Saying I'm a red mage sheep is hilarious, btw. I don't even like RDM. I don't want to see RDM; but, I'm not going to pretend like its not coming before the other jobs I want to see.
If Time Mage could work in an MMO and not be OP I would be for it and play it.
If they implemented Time Mage anytime soon as a DoT/support class, that role will probably be well filled by Arcanist/Summoner by that point, and also strip some of the role posibilities for Red Mage as I'm sure they're planning on doing at some point. Everyone loves a feathered pimp hat.
Building a Time Mage role that would focus on Support with buffs such as Haste (which I don't think they want to put back into the game, as it's kind of overpowered in concept) although I could see them having an ability that maybe gives the same effect as haste, in a more powerful buff that lasts for a short amount of time (Much like 1.x's 15min abilities) so that it can still be somewhat crazy and useful, but only when you really need it because it can't be kept up permanently. A Haste that can be kept up around the clock on a/all character(s) is incredibly abusive unless you weakened the potency a LOT, to the point where it wouldn't even deserve the name Haste anymore.
Honestly, it would fill such a gap for the lack of healing that was present in 1.x, since Arcanist/Summoner doesn't appear to have very decent healing capabilities from what little we know so far. The best backup healer you had in 1.x was a PLD or a BRD, and the BRD's heals were just a bit laughable (no offense BRDs :< ). Not saying Time Mage should be a full-blown healer that could take over the role of a WHM to the same capacity, but it would't hurt to have a Support class/job that supports by healing -and- buffing. If you make it Buffs and Debuffs, it sounds more like a Red Mage again anyways... and I highly doubt they'd build Time Mage like that over implementing a Red Mage job first that fills a similar role.
EDIT: Before anyone goes saying I'm some sort of RDM fanboy, that's definitely not the case. RDM was one of the most uninteresting jobs for me in XI, and aside from the outfit, isn't very appealing for me. I've been begging SE to add Summoner since Launch, though (feedback forms and the like) ;D Only brought up RDM because I think it's a bit lulzy that the "die-hard Time Mage fans" are trying to support the job being implemented by making it a traditional RDM clone in terms of role.
You said that you wanted stop to prevent monsters from using certain attacks. So... you want disable but, you want it to be called stop because you want to see time mage and stop doesn't fit in an mmo and you know it? Okay.
I'm not saying its not possible for them to add abilities that completely hinder. I'm saying its not feasible for them to have FOUR abilities that do this while other classes have much less or none at all. You guys keep forgetting that we only have a limited number of abilities compared to most mmos, namely, XI.
In XI you couldn't use abilities like that on big fights; but, it wasn't a big deal because there was so many spells its not like if 4 or 5 were useless all of the sudden you don't have half your spell list.
I'm seriously trying to be convinced here, what do people think that time mage could bring that would be unique and would make sense over other advanced jobs while still being balanced?
What role do you even want to fill as a time mage in XIV?
The answer I keep seeing is enfeebler (slow, stop, float, etc), enhancer (reflect, vanish, undo, etc) dps (comet, meteorite, drain).
Does this look familiar?
Enfeebler (Paralyze,Blind, Dispel), Enhancer (Refresh, Protect, Spikes), DPS (Enspell, Poison, Elemental)
Some of you want Red Mage from FFXI with a different name and slightly different spells.
Who's (retarded) design choice would that be?
The sheep in you is saying that those spells would be taken away from Red Mage. But if you stopped for a second and thought about it, you'd realize that Red Mage was made up a chunk of spells that belong in the Time/Space Magic category and has no business being so high-priority in a Red Mage's arsenal.
Pretty sure? or really sure? is this a 50%? 60%? either way it doesn't matter. I agree with what someone else said. it's still time magic.
not really a problem. we can just call it bind. some overlap is acceptable.
the buff could last 5 minutes and affect the next incoming spell and it wouldn't be OP. in PvP mages would learn to let the melee take care of time mage. in PvE most mobs are resistant to the element they cast. so it's not like Ifrit is going to cast Fire III and kill himself from a reflected fire spell.
most mages can't. in PvP this could make a big difference between time mage getting steam-rolled by melee all the time and actually having a fighting chance.
This i'll agree with. it's not needed.
but not easily accessible. being able to cast it as a reliable debuff is very different than sometimes getting it through Stonera.
quote or it didn't happen. haste will have some major issues if it is released. but that's not to say it can't be carefully applied to make it but worthwhile and balanced. maybe haste just increases the potency of buffs. IE: regen/ballad ticks more often. you gain TP faster. etc. doesn't have to be cool down based.
depends on duration. again, easily balanced. this isn't any more OP than a stun. it could function primarily as an interrupt.
doesn't have to be a DoT. it could increase potency of other DoT. decrease resistances, lower TP gain, etc.
Now this spell might actually overlap a bit with existing spells. it's not that it's too OP or too useless, but more why do we need it? stop/sleep could essentially fill the same spot as an interrupt/disable.
I disagree. i'd rather see bar spells re-introduced. traditionally this nullifies earth magic. would make titan primal a bit obsolete. that or he rarely uses any earth spells. which wouldn't make any sense.
already covered
a little closed minded. this could be a non-elemental damage spell. one that does consistent damage against all mobs. IE: a moderate amount of true damage that can't crit or be resisted but also doesn't do OMGWTF damage.
keyword: was. it no longer is.
useful survivibility tool. I dont' see many problems with this spell, other than number tweaks to keep it balanced.
Make it a self buff with a duration, say 15s and reverse health damage/regen to mana instead. IE: time mage runs low on mana. pop reverse, use drain, gain MP back.
or time mage pulls hate, pop reverse and survive due to mana loss instead of health loss.
i could see someone distorting time/space to get the same affect though. but anyway battle voice fills the same spot. so this isn't needed.
See Drain/Reverse
Esuna fills this spot already. but another healing class is sorely needed. I wouldn't object to this spell.
See warp
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We do need more mage classes. with the introduction of Arcanist we'll have 3. and Arcanist's role is unknown. although i suspect it to be a hybrid between support and offense.
All of our melee needs are pretty much taken care of. we have quite a few options for dealing physical damage. Another option would be nice, but it isn't needed as much as another option for healing.
When the game relaunches, the health of it will largely depend on how many people are playing healing classes. assuming parties of 8, you're going to need at least 1/8 of the new population playing whm or parties wont' be able to function well.
the existing population largely already has whm leveled or has no desire to level it.
For solo/small-man groups this may not be a problem. as you can carefully weigh your options for self-sustaining. This is one reason an FFXI like dancer class would be extremely appealling. as it can function as a damage dealer, which more people enjoy playing, but also can provide a lot of sustain for a small group. I'm hoping Arcanist can fill this role to a degree.
when the game relaunches, because it will be more of a standard, i expect to see less full parties running around leveling. espcially for the first half of the game. most of them will be small groups, most likely people who know each other already or pick-up groups. I would expect progression to be similar to: Solo 1-10. duo/small group 10-30. large to full party 30-50.
rdm/time no no no.. not gonna happen to many other jobs gonna come out first then expansion jobs which rdm never been mentioned once, except in the forums of wishful thinking. It kinda sound like people want a job they can beateverythingwithouthelp...
Exactly, and guess what? Those spells were so damn strong that they were nearly mandatory that they were used and given to multiple classes so that red mage wouldn't be even more preferred then it already was. Are we going to give other classes a haste equivalent while were at it to keep things balanced?
Think about it this way; Imagine in FFXI if white mage didn't have haste or slow, bard is non existent or just didn't have their march spell (haste).
RDM has both haste and slow.
No serious group would play without haste in FFXI.
Now imagine you can't sub RDM. No group would be playing without a red mage, it would be torturous compared to having one with you. If a class is almost mandatory to have and their role in a group isn't replaced by another, they are OP.
That is what your asking for in XIV with time mage. The signature spells of time mage are haste/slow/stop and you cannot have one class with haste/slow/stop and all of the other classes without it and maintain balance.
and.. all those abilities you want likely be spread out to different jobs that will come to pass.
Not true Red Mage was mentioned in the player's poll.
http://forum.square-enix.com/ffxiv/threads/46936
true, and also new jobs like Arithmetician beats it.
http://static.finalfantasyxiv.com/to.../cf/4724_0.jpg
In FFT, Arithmetician is unlocked after getting Time Mage. (i think) edit
Only Louisoix is > RDM
After getting all black,white, time and mystic to lv 4. Its bassically a merge of all those mages like a Sage. Look it up on ffwiki, i dont know how they would make Arithmetician work actually without giving it a whole new spell/ability list which is probbably why its under original option.
Would totally rather see Arithmetician than Time Mage. Would have the best AF and weapon. No contest.
Some comments.
Only viable if it lasts between 10-15 seconds and wears off as soon as it reflects something. Anything longer than that would be OP. Might even tack some magic damage mitigation so that it is also useful for big spells that can't be reflected like astral flows and megaflares.
You're missing the fact that as a standalone spell it would have little value if the effect can alrady be applied by weapon skills. That said, it's an "absolute" in terms of debuffs, and as such would rather not see it here.Quote:
Disable - players can do that with ws curently (wont know if possible in ARR)
Your argument is that because the effect is interwoven into a Weaponskill currently, a more direct version of the effect should not exist. The lack of logic in your arguments continues to astound me.
Sorry, but I hated sneak and invis. I hated the fact that exploration was reliant on that over everything else. Not having Vanish/Sneak/Invis and still giving people other means for exploration would be great. Not to mention that true sight/sound mobs are bullshit and were added to counter sneak/invis.Quote:
Vanish- useless
Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.
Would it bring you even more amusement to know the devs have already said they're not going to implement Haste? At best, I could see Hasteaga being implemented, but it would definitely have to be a raid cooldown a la Heroism/Bloodlust/Timewarp.Quote:
Haste- wont be in game
Please continue with your prophetic tellings of how things will be in the future...
It brings me much amusement.
The ability to completely freeze a mob for the ridiculous amount of time Stop could in the console FFs is OP as all hell in the context of MMORPGs. It might fly as a 8-second crowd control ability in PvP/30 second crowd control in PvE ability, but I fear people would then cry that it doesn't feel FF enough or something.Quote:
Stop- too OP
There is more to a spell than just the damage/status it inflicts on the target. Variables like duration/cooldown/cost/resistance and other constraints such as the spell needing to be combo'd for the effect to proc are all aspects that are taken into consideration when creating game balance.
Break is currently stuck in the threshold between lackluster and useless in FFXI, so he does have a point. If you apply the full petrify, you have an ability that is OP. If you make it short duration (1-3 seconds) it becomes more like an interrupt which would then be moderately useful in PvE and somewhat useful against other casters in PvP.Quote:
Break- would be to too OP or too useless
Such bold statements you make. Have you played any other FF before?
tl;dr
Slow is fine (sorta) as an enfeebling ability, but don't bring back haste.
Please, for the love of God, do not bring back haste - at least not how it was implemented in FFXI, because anytime an RPG has a "Super Stat" it just destroys all semblance of balance.
I disagree that Haste is a super stat, also I just disagree in general with the entire feeling of using nerf guns and swords and tossing confetti into the air to simulate spells approach a lot of people have in this community, it just feels like a lot of you are out of your comfort area if you're not playing it safe and don't want players to amass great excuse the Final Fantasy expression but "God Slaying" powers. In nearly every Final Fantasy in the past you get to a point where you can do anything, I mean look at the crazy materia combinations you can do in 7 and such <,<;
What in fresh hell is going on here.
Go spend time with your families; It's Thanksgiving. If you're not American, go to work.
Stop having e-fights over which class had a bigger magic wand. Jesus.
People want Time Mages? Cool.
People want Red Mages? Also cool.
Will we get either of them? Nobody knows.
Stop squabbling like schoolchildren in a sandbox. If SE decides to release one, the other, or both, they'll likely reach out to the community on their own time. Making vitriolic posts and warring opinions like this would make anyone want to completely avoid the topic.
TLDR; Stop fighting, you babbys. Have a non-confrontational debate/discussion and SE might just listen, and be impressed by your maturity.
Ha ha ha, wow that was your first forum post <3 <3 <3
For the record, Red Mage does not actually have a wand, so Time Mage wins that contest by default!
But seriously, my sentiments exactly. The devs aren't blind/deaf(unless they've been enfeebled); they're looking into what best suits FFXIV 2.0(and not what won't work in the now dead 1.0), and as such are no doubt considering both jobs. If they do add either one, hopefully they'll add a nice dose of creativity along with them.
Until then, whining, moaning(and as usual on the internet, most of the posts in this thread are bickering instead of actual content), and attacking each other like a bunch of sniveling 15-year-olds brings down the collective intelligence of the entire community. I've done it myself on occasion in frustration, but if we like to say that the FFXI/FFXIV communities are of a higher caliber than other online games, then we have to be better than that.
Well it started out good natured enough until the dream killing police started raiding it with their sour attitudes(Admittedly on purpose to troll).
All it was supposed to do was say "Hi, I've always had my heart set on Time Mage and I have hope it'll be in FFXIV eventually." to which people started claiming through the power of prophecy it'll never be around and knowledge of 2.0 gameplay mechanics, then Red Mage enthusiasts started claiming they had special god given priority and exclusive use of roles/spells.
This reminds me of why I don't participate in the Final Fantasy community, any statement or opinion you say, someone will try to pick a fight with you always. Or try and correct you / claim intellectual superiority.
It's generally FFXI related shortsightedness getting in the way i think, you can see it in just about everything. The way forum posters reply to things(like how people assumed vanish would be the same as XI Invisible), the way they go about designing jobs that were in XI or use spells/abilities that were in XI. I would suggest making a fresh new thread called something like "Make a Time Mage" hope people post their ideas for spells/abilities/roles etc and just let this thread die.
Nah, I won't start that thread either because honestly it's painful to read. (I should have thought of that before I made the Time Mage Awareness thread, it was my first post on these forums...)
Although if I had to pick a way for vanish to work (Sometimes it was like a group invisible) I would like it to be castable on party members, and it would blink them out of existence for a couple of seconds and take a large portion of hate off of them.