I'll probably lose some points for linking to another part of the forums.
Anyhow, it's just a post about Time Mage.
http://forum.square-enix.com/ffxiv/t...ear#post893368
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I'll probably lose some points for linking to another part of the forums.
Anyhow, it's just a post about Time Mage.
http://forum.square-enix.com/ffxiv/t...ear#post893368
Please not more "Time Mage" threads.. Especially with the lack of classes currently in the game. There are a huge list of jobs that needs to be introduced and to be honest "Time Mage" is at the bottom of it. Besides, a "Time Mage" is sort of a modified Red Mage in previous FF's (yes they do have their differences), so I can presumably speak for the community here but the majority of us would rather see Red Mage come much sooner then Time Mage.
I didn't vote, and I am sure many others didn't.. So this is basing it on a sample size of hmmm a few hundred out of thousands? Also note the word presumably in my original post (stating that I am assuming or "probably" without evidence to prove it, ie guessing/expecting), therefore no evidence is required.
Time Mage > Red Mage.
I always wanted it in XI even though it wouldn't have been viable :(
I really hope they don't tie up all the time based spells with the other jobs in this game.
Comet, Reflect, Stop, Old, Regain (maybe), Regen, Mute, Float, Gravity, Slow and Quick would be cool. Maybe haste if they actually made it not so OP.
Quick would be cool, if it lowered all your cooldowns.
Those that would pick RDM possibly tied themselves up in other jobs, start another poll leaving RDM and "time mage" as the only 2 options, then I will care for the results..
I was talking about this with a friend on Skype, he is pro-time mage so it started up an amusing discussion, but the major points I made were:
- The concept lacks utility in XIV's current form. ( Stop would be overpowered on boss fights - or wouldn't land on anything worth stopping, mute/silence I would imagine is more of an Arcanist ability - eg. Siren's pact, float - what... makes you immune to Quake which isn't even in the game yet? etc~ I could go on.)
- Spells that are considered "time/space" based spells can be easily covered across the 3 current casting jobs in future level caps very easily, without making one class overpowered. (eg. Bind, Gravity etc)
- In a party setup, due to current mechanics, the only thing a time mage would be doing is standing in the corner spamming Haste or Regen on people. (i.e. they become a haste bot). There is very little flexibility / movement with the job.
- Some spells that are space/time based spells are iconic WHM and BLM spells in FF's that don't contain a specific time mage (which is the majority of them) and would rather see those respective jobs get them in the distant future (comet/meteor, reflect).
tldr; despite my trolling posts earlier, time mage doesn't have much utility, game mechanics would force them to be a haste bot, and some spells that would fall under the "space/time" category are iconic WHM/BLM spells.
http://2.bp.blogspot.com/_k0ri5ciRho..._in_sand_2.gif
We don't know enough about ARR to make that call. If something was OP, they could change the functionality. Make Mute slow spell casting etc.
You could say that about any magic. Through this logic, RDM is unnecessary because it only uses Black and White magic
We're past current. Once ARR is released, then you can make calls like that. If it does turn out to be the case, it will have to be tweaked, like BRD was tweaked.
The flexibility is limited to the devs competency.
Through this logic we might as well not add any new mage jobs.
Exactly, current form. Current form tells us nothing of FFXIV ARR. Also, we are getting Titan~, you know that don't you?
Why not increase diversity and add Time Mage?
Only if they are dumb enough to not make it flexible... You realize haste isn't the only thing you can put on Time Mage, right?
Ok, let's throw away Time Mage because some FF games had time related spells on other classes. You know what? Let's get rid of everything that's not FF1 while we're at it. Gotta stick to them roots.
You don't even know what Yoshi-P and the dev team would do with Time Mage. Why discredit the whole job when plenty of people want it, just because you can't see it being useful?
If you kindly re-read what you were responding to, I stated that it lacks utility in the game's current form, in which is the only knowledge we can truly look at when making this kind of judgement. Slow spell casting is an effect of the spell Slow.... (as an example) So now we are breaking up 1 spell to make 2, i.e. creating ineffectiveness / gimping something to make something else with a similar effect? I don't understand that logic.
I am basing my calls on the knowledge that we have available to us now, and you cannot be beyond current, because current is another word for "present" meaning "right now". Therefore the basis of my calls are the based on the information that we have right now.Quote:
We're past current. Once ARR is released, then you can make calls like that. If it does turn out to be the case, it will have to be tweaked, like BRD was tweaked.
Flexibility is limited to the community's execution of what is given to us. Giving a class an ability that may be useful in some circumstance, does not define the flexibility that the job has, it is how the player/community choose to use said ability.Quote:
The flexibility is limited to the devs competency.
To be honest, we don't really need any in my opinion. We already have 3 confirmed spell casters. I would rather see more support/utility roles pop up. Jobs such as NIN THF COR (throwing XI names out there because they are commonly known), however based on the information we have - we have 1 "supportive" job. (BRD). I would like to see more individual jobs that are completely different (like dual wielders, pets etc).Quote:
Through this logic we might as well not add any new mage jobs.
So... Your basing your calls on the very basic knowledge we have now? You can't possibly even see how SE could implement these spells in a way that doesn't encroach on other roles?
You lack imagination, and faith in development team.
As for flexibility, like I said: It's limited to the competency of the devs. If they release a load of situational skills and spells, then yes it won't be flexible.
And again, through your logic there is absolutely no reason to add RDM. If you don't want any other roles blurred, you backed the wrong horse.
Simply having the armory system blurs most of the roles in this game.
They were pretty close together, nonetheless your opinion is flawed from the get go. "They shouldn't add Time Mage because it wouldn't work in 1.0" - what?
Ingolf seems to have this thread under control so I'll be taking my leave as to not double up on posts of the same opinion.
/flies away on a unicorn
I'm going to sleep. Too long between replies. I'll catch up later and reply as is needed.
Better then basing my calls on no knowledge/assumption/intuition like you are.
No. I lack the confidence that the community will find a use for these spells other then haste spam, which can be easily taken over by other jobs.Quote:
You lack imagination, and faith in development team.
No hybrid job will ever be close to balanced with a specialist job. Unfortunately (even though yes, Haste would be nice to have, as would a few other enfeebs that is based on time/space) I can't see these spells being anything more then situational.Quote:
As for flexibility, like I said: It's limited to the competency of the devs. If they release a load of situational skills and spells, then yes it won't be flexible.
To be honest I couldn't care less for RDM. As I stated above, I would rather see other jobs over RDM get released as I mentioned previously, however if there was one job to have access to these kinds of spells, I would rather see a more iconic job (RDM) get released then a Time Mage. In fact I am hoping they do RDM so well that it is more of the melee caster that it should be, rather then the hybrid blm/whm with rubbish melee capabilities. After Red Mage is released, then I would consider reassessing the implementation of a Time Mage.Quote:
And again, through your logic there is absolutely no reason to add RDM. If you don't want any other roles blurred, you backed the wrong horse.
I don't disagree with this. The armory system is flawed on that level, however I do like having the ability to change jobs on the fly - unlike XI where you would have to make a pit stop to your MH and spend 30 mins gearing up.Quote:
Simply having the armory system blurs most of the roles in this game.
*edit* yeah sorry for the mega slow reply.. only have half an eye on the screen atm.
*edit 2* In saying all of this, it really is neither here nor there if they were to do it and pull it off, good for them. However there are other areas of the FF lore that I would expect to see well in advance. Red Mage being one of them (however they decided to do it). I am not so stubborn to ignore the concept and rage quit if they implemented it as more jobs = better.. But I don't think it should be on the "to do" list this early when there are other key roles that need to be filled.
Time Mage dates back all the way to FFV, then in FFVIII as Ultimecia, FFXII, and Tactics. So, carefully implementing this classic will be great in my opinion.
Some spells I hope the dev team will consider.
Slow
Immobilize
Reflect
Disable
Vanish
Gravity
Haste
Stop
Bleed
Break
Float
Vanishga
Warp
Reflectga
Slowga
Graviga
Hastega
Drain
Reverse
Bubble
Syphon
Undo
Comet
Meteorite
Class: Time Mage
Job: Red Mage
Wouldn't that fit both arguments?
To be fair alot of the spells you listed as useless etc could be repurposed to be useful like warp could be a damage spell for example. I think if SE were to implement it, it would be quite likely that they would have to fill so many voids with completely new spells/repurposed spells that when they were finished you guys might not recognise the job that comes out at the other end. Now wether you guys would still like the job is up to each individual to decide...
I know, right? Unlike Red Mage, who has a plethora of unique spells that let them stand out above other mages!
Oh...they just have En-spells.
That's ok, who needs top tier Black Mage or White Mage spells, when you can have an ugly hat!
EDIT:
Oh, and Refresh! The spell you all hated casting, yet was the thing that made you special! But...oh wait, Bard did that, but AoE! DARN!
You are Altena are being incredibly close minded. 8 jobs is a very small number for the amount of jobs in the history of Final Fantasy. We don't need more jobs for the game to function, but changing names/animations could drastically change someone's opinion of the game. More diversity is always a good thing, as long as it's balanced, even if there are some redundancies. They could easily add Time Mage and have it be a DD and Buffer/Debuffer with even a slight amount of imagination.
Haste could increase auto-attack speed in ARR without being game changing simply because TP is gained by a set amount over time. Yoshida said haste wouldn't be implemented a long time ago, things could change. Stop could be a stun, there were plenty of bosses in 1.0 that were susceptible and it could easily carry into ARR. Vanish could be an enmity reduction ability. Warp could be a jump back spell similar to what so many MMOs have these days. Syphon, Drain, Bleed, Disable, Gravity, Immobilize, all spells that have been/currently are in game, yes, and why can't they be on two jobs? Undo could just be an esuna type spell, not sure why you are "LOL" about it.
Time Mage could have Quarter and Demi be in their main rotation and Comet or Meteorite be on longer cooldowns. Btw, Meteor is the BLM limit break, not Meteorite. Quarter/Demi could do a set amount (increased by gear) of damage to any monster over 1xxxx HP, similar spell damage as thunder/thundara, and 25/50% to anything under. I think Black Hole could be a fun 15 minute. Then they could seperate themselves from BLM's role by doing things like Haste, Slow, Undo, Bleed, Stop and Disable.
To sum up, give us more damn jobs because 8 is a pathetic amount. Just because one job is similar to another doesn't mean it shouldn't be implemented as long as it isn't copy/paste from their repertoire.
I don't know if you're new to the Final Fantasy franchise, because it seems you've never played FF5 or FF12 before, so your attempt at correcting my entire list is flawed. Not only that but you're making assumptions without any logic behind it.
We've got to be imaginative, and that will ultimately help FFXIV in the long run.
Stop can be used to stop an enemy from using skills for a limited time. etc.
I don't know maybe this website will help you. I urge you to give it look.
http://finalfantasy.wikia.com/wiki/Time_Mage
I agree with the above, here.
The thing is, this is a FF mmo so all jobs (FF lore) have a place within it. A lot of people love their RedMage, and it wouldn't be redundant, since Red Mage is a close range fighter (sword and shield) that has the ability to cast weaker wht and black mage spells and only up to (tier 3...while wht black get up to tier 5-6)
Red mage is not squishy like Wht, Blk or Time mage, and not tanky as a warrior either. It is not a 'jack of all trades' between all jobs (as someone stated earlier) just blk wht and warrior. The balance is already their.
Adding a Time mage to 2.0, with the skill set mentioned by the post above me, would not be redundant if a Redmage was also put into 2.0. See how different their skill set is:
TimeMage Ranged caster
Reflect
Gravity
Float
Reflect
Slow 1,2...etc
https://encrypted-tbn3.gstatic.com/i...HQJmL3MwSUXXaB
Haste 1, 2...etc
Stop
Reflect
Quick
Undo
Demi 1, 2...etc
Meteor
Take the enfeeble & spells that define the Job:
Red Mage Close melee fighter/caster
Double cast,
Barrier,
Hp drain,
Mp drain,
https://encrypted-tbn2.gstatic.com/i...49LeN9cMWY_x6g
Barfire(all element),
Phalanx,
Elemental spikes,..etc
Most if all of the fencer class skills) and you have your unique Red Mage Job.
Now if I can think of this, what do you think Yoshi & team would bring forth?
Screw RDM i had enough of it in FF11 :P i want to experience totally new jobs first as i haven't played all FF titles i would love to see them in action.. ppl need to stop asking for FF11 jobs
Silly.... between FFXI & FFXIV they both use almost all the jobs in FF lore. Only missing Caculator, Oracle(redish type spells), Chemist, Mediator, Mime, Knight/Soldier, Beastmaster, Ranger, Gunner/Pirate/Gambler.
If I missed any please state..
But know some FF games(handheld FF/kid versions) use multiple Job names and thinned/spread out their ability list that would usually be under one Job.
And I use the Job lists/references from the FF:Tactic series and FF3 & 6. As those have all the jobs that a FF mmo would build its Job list from.
And then you state "I havn't played all the FF games... people need to stop asking for FFXI" ...lol but FFXI take its job list from Tactics, 3 & 6 of the FF series. No one is taking job ideas from 11 we are taking job ideas from the FF franchise.... please understand that.
And the fact that FFXI is getting Geomancer in their next expansion... they pretty much have the tactic job list complete.
So yah we are going to take ideas from FFXI because they have everything fleshed out for another mmo sequal (different world, story lore) to have success.
8 classes are weak sauce and will make the game stale very soon. FF lore we have over 20 unique Jobs to put in FFXIV 2.0, the dev team need to put the jobs in as soon as possible, as they are staple and should be in any FF mmo they decide to do. What jobs to put in 2.0 should be the easiest task as 20+ jobs already exist in FF lore. Put them all in one by one. The more jobs a mmo has the more diverse and large it becomes.
As this new FF MMO, is all about the New world and story, which brings a bunch of gaming peers together to enjoy the new world SE is creating for us.
You said...
Slow- pretty sure this is gonna be an ARC spell
An Archer spell...?
I'm going to go ahead and assume that you meant Arcanist. Regardless of whether or not this ends up in Arcanist's arsenal, it's still Time Magic.
Immobilize - Same thing as bind
So what if it is the same thing as Bind? The current version of the game has a few spells that are capable of inflicting the effect, but we don't have anything quite so direct and dependent on combo/TP.
Reflect - wont happen in a mmo unless the buff last like 2 secs
Who said a buff can't last two seconds? Completely viable spell.
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.
Vanish- useless
Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.
Gravity- in game alrdy
We have a spell called "Gravity" in our game already...? A spell that attempts to directly inflict the effect of WEIGHT onto the target...? Why was I not informed...
Haste- wont be in game
Please continue with your prophetic tellings of how things will be in the future...
It brings me much amusement.
Stop- too OP
You - too narrow-minded. 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.
Bleed-this is in the game as well and CNJ still has the effect from aero in ARR as seen in the Live letter 3
Once again, you're arguing that because the effect is interwoven into existing spells, a spell that inflicts the effect in a more direct manner should not exist...?
Break- would be to too OP or too useless
Such bold statements you make. Have you played any other FF before?
1. Inflicting Break does not count as a KO, and thus, does not reward items/gil/experience.
2. Break is an enfeeble that inflicts "Petrify" for a short period of time, which is essentially Immobilize and Disable, but unlike Stop, you cannot inflict damage on the Petrified target.
It's a spell that inflicts a status with unique properties.
Float- could be useful
Yes... I suppose a spell that completely or even partially nullifies Earth magic "could be useful".
...
If you start thinking any funny stuff (such as the spell being too "OP"), look back to the statements I made in reply to your argument against the Stop spell.
Vanishga- useless
Because inflicting the effect of Invisible on the entire party is useless...
Tell us more, oh wise one.
Warp- another useless spell that would not work on mobs
Who said the spell had to target mobs?
Reflectga- same as reflect
Slowga- same as slow
Graviga- same as Gravity
Narrow-minded to the end...
Hastega- this wont be in game also
There you go again, with your prophetic visions...
Drain- this was a thm spell
And...?
Reverse- not even time magic at all
Um.. What...
Bubble- not even time magic
Because Mana Shield was not a Time Mage thing... Right...?
Syphon- was an thm spell before as well
And...?
Undo- LOL
I suppose the idea of removing the last inflicted enfeeble from a target is laughable to you.
Comet- Yeah right
A spell that inflicts massive non-elemental damage in an AoE and is affiliated with time/space...? What's so "yeah right" about that?
Meteorite - Limit break for blm <.<
In Final Fantasy Tactics, the description for this spell reads "Time magic that warps space-time, causing an enormous meteor to fall on the battlefield."
Just another spell that's way more iconic of Time Mage being placed on a class that's hardly deserving of it.
All you have presented is evidence of your own closed-mindedness and a plethora of flawed logic.
I recommend thinking more carefully before posting in future.
Meteor was a Black Magic spell long before it was a Time Magic spell and has been a Black Magic spell more times than it has a Time Magic spell. That being said i wouldnt mind if they named Black Mage's Limit Break after a certain Black Mage's ultimate spell "Doomsday"
The only problem I see with Time Mage for the most part is balancing issues. In essence, if you wanted to keep its spell arsenal anything similar to the one listed by Firon above (to keep the FF theme apparent in the job) it would have to be built as some sort of pure-support classs that can't excel in damage. In other words, it'd be like the BRD in XI with a bunch of ridiculous utility spells and a pittance of damage spells. Otherwise, if you wanted to build the Time Mage job as some sort of damage dealer/support hybrid, you'd have to heavily deviate from that spell list above, because it would be mostly as Firon listed, useless crap otherwise.
Once you deviate from that spell list, though, and shift Time Mage's arsenal into something that would probably fit into a game like XIV (we don't know enough about ARR to make any sort of decision as to what type of build works for a class, as that's being completely reworked in itself), it really won't be a Time Mage anymore in the traditional FF sense, in my opinion. The fact that we don't know enough about how ARR's battle system will work, or what a class will need to function properly in its respective role(s), makes it unclear as to what type of classes and archetypes will be able to work well in ARR. I'm still curious to see how they will build the Arcanist class in terms of playability and skill selections, as it does not seem like the traditional FF standard for a Summoner class so to speak, which is probably a good thing. ARR may have a place for a class/job such as Time Mage, but it's "arsenal" wouldn't resemble anything like the one up there if it was. I'd imagine more "unique" spell/abilities than standard "Stop" and "Slow" and "Reflect" themes, as those are kind of one-trick pony spells that would of course be easily abused if not built right, making it more likely that there would be other ways for a Time Mage to excel in the role the devs would have in mind for it to fulfill, whether it be support or otherwise.
I'd care alot less of trying to figure out what spells would be in a Time Mage's arsenal if it were to ever come to be in ARR, as that's kind of beyond our knowledge at this point to even think about without seeing more of ARR, and care more about how cool Time Mage AF could possibly look? I'd die to have an adorable Time Mage dunce-cap type thing on my Lalafell. Bwahahaha. ;3
https://dl-web.dropbox.com/get/FFXIV...jpg?w=9c636dc9
+1 for Vivi. References to previous FFs are always good to see.
Doomsday is an awesome spell with an awesome name.
I can agree with everything that you've stated.
I do, however, feel that Meteor belongs in the Time Magic category.
If there were ever a listing for misinformed and completely off-base posts, yours and Altena's would be way up there. No offense, but this list and your reasoning are both horseshit, guys.
Let me fix that list for you:
Slow- Self-explanitory. Slows down the recast timer for enemy abilities and auto-attack. Use it on those fast bastards that can deal some serious physical ouch.
Immobilize - No shit it's the same thing as Bind. Can also/or paralyze the enemy. Again, effective against those dudes that love to lay down the hurt.
Reflect - This will be similar to Vanish(which would be blink), but instead of several physical attacks evaded, reflects back a proportional amount of damage on an enemy, OR, when magic is casted on an ally, could deal a certain percentage more DMG to enemy. Lowers target's physical evasion and maybe DEF however. Good against magic users.
Disable - Self-explanitory.
Vanish- Gives blink status to an ally, while lowering their magic evasion and magic DEF.
Gravity- Deal a certain percentage of garuanteed damage to an enemy while lowering movement speed and/or binding it
Haste- horseshit it can't be in the game. Proper balance including MP cost is key.
Stop-
OK re-writing that list was boring and time-consuming, but the point is there are PLENTY of reasons why if they plan for it, Time Mage or any other class/job for that matter could work easily in the framework of 2.0 which, because apparently certain individuals need to be reminded, is going to have a very, VERY different set of rules.
http://forum.square-enix.com/ffxiv/t...ow-what-I-want
here a thread with over 100 people who want time mage
Time mage fanboys trying to make this job seem useful as always useless job is a useless job.
What game are you talking about the one it dont exist in yet, or something like tactics TM was far from useless.
BESIDES as i said many times you think to small be more innovative heres something for your taste buds.
What if they made Time Mage have most of its signature moves,
BUT with the new battle system have them focus on boosting the new UI limit break system for faster break times debuffing and support. something like that. instead of regurgitating others ideas. be original like what i said there ult"