Suddenly the mage situation makes sense. Rather than create new abilities for the jobs, they are just going to cut some excess off the classes and move the abilities to the jobs.



Suddenly the mage situation makes sense. Rather than create new abilities for the jobs, they are just going to cut some excess off the classes and move the abilities to the jobs.
im glad you dont care at all for visual effects, we need more of that in the game industry.
screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.
i can even point out animations that i feel could use some work.
i guess im that anal.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?



What are you talking about? How do you even get that out of what I said?im glad you dont care at all for visual effects, we need more of that in the game industry.
screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.
i can even point out animations that i feel could use some work.
i guess im that anal.
It's like some of you stopped taking English in third grade and replaced it with classes that teach you how to be an ignorant jerk on the internet.
i absolutely apologize, it was jerkish and out of nowhere.
this is the first time ive been bitter about anything the team has done so im a bit jumpy at anyone who supports me no longer having large fancy spell effects when im a large fancy Nuker/the new system.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?




Hi Dreadnought and All,
I agree. At first I was worried that we might have only 1 spell *effect* that we're stuck with from Rank 1 to 50, but I hold out hope that the Spell FX (which have been complained about since month 1 of this game and even during open beta) will scale and alter and improve as we level up.
Some thoughts on the Mage situation with the limited slots that I hold out hope for:
- Spell FX will scale as we level up, so a Level 50 Fire will look better, bigger, flashier than a Level 1 Fire spell.
- Considering the amazing visual improvements we've seen under Yoshida-san for stuff like the new Chaos Thrust and Rage of Halone and Storm's Path, I have faith that the Animation and Visual Effects Teams will deliver some nice reforms for Mages.
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- 15 Actions seems a bit limiting, *but* IMHO, it's a good thing to allow the Battle Team to move various Spells over to the Job. So all Ancient Magic could move over to Black Mage instead.
- Couple this with the fact that they've confirmed we'll be earning *Job* Abilities (Spells, Weaponskills etc.) via Quests, and we could actually get the restoration of proper gravitas and presentation and buildup for learning Ancient Magic, with the proper respect they should've been given by the original FF XIV Team (but failed at).
Instead of dumping ALL Ancient Magic spells to us in *1* level (the current way), with no buildup / presentation or care, now we could possibly be earning *each* Ancient Magic Spell via a Job Quest... like traveling to a far off Ancient Temple to defeat an Demon / NM to learn the power of Tornado!![]()
*That* is the type of buildup that felt missing playing a Mage in XIV so far.- Of course the key to this is also having an Awesome Graphical Revision and Damage Revision to Ancient Magic (and scaled up Elemental Nukes) like Dreadnought is asking for. The original Ancient Magic VFX were non-existent and even the current VFX are terrible. But I think we'll get some great revisions before 2.0.
So this initial, high-level description may seem a bit underwhelming from a mage's point-of-view (like Dread is feeling), but I'll try and remain optimistic that Yoshida-san will deliver the proper Visual and Damage Reforms necessary to finally make playing a Nuking Mage something really fun.![]()
We'll find out soon with 1.20, 1.21.
Thanks~

this is a pretty big gamble for me.
1.20 will essentially decide whether i stick with ffxiv or play swtor.
then 1.21/1.22 will decide whether i stick with ffxiv or go with the secret world.
all i have to say is i am very excited to see the changes being made and i have no doubt 2.0 will bring
ffxiv into what my wife and i will want to play. however now that it's going to a subscription model,
these coming changes need to make it worthwhile for us to pay and play over other mmo's!
with that said, i think if Cure gets combined with the other cure spells there will need to be some serious changes made
to enmity generation or the lack there-of for that matter on healing.


That is a real concern, not only with Cure but with all the elemental spells that will lose their tiers. Tiers allowed a certain level of control over how much damage you cured or dealt, and thus how much enmity you gained.
What I'm afraid of is that the classes which have these spells native being too effective ... and as a result gain large amounts of enmity in party. This would result in characters who cross-class these spells being more in demand in parties because their nerfed casting would create less enmity.
This is something for the Development Team to be careful of.



Thinking about it some more, the combo system could potentially open up some nice customization options and would really be nice to keep classes viable vs. jobs. Right now from what I can see, the fact that the main class will get all its skills natively means it will have all its combo options open. If you want to add another function to your class, let's say add healing abilities to your melee class, you could simply put Cure on there but adding whatever actions that combo with cure would allow you to boost potency/reduce enmity or whatever they have planned, allowing you to either main or co-heal in a small party by focusing more on specific combos. You have the option of having a wide variety of non-combo'd actions to increase your versatility, as well.
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