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  1. #21
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    Quote Originally Posted by Uriko View Post
    Would be nice if the visual effect changes as potency increases (for example Fire would use Fire I's visuals until you're level 20, then Fire II's visuals until 40, and so on). I would be all for CNJ spells looking more potent
    The guild mark abolition worries me more; I spent a lot of time getting cross-class traits and this may throw that into jeopardy. I'll have to wait and see the specifics.
    this is aaaaall im hoping for.

    please do not dilute the visual appeal and generic-ize my spells after 1.20 SE.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  2. #22
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Dreadnought View Post
    but then it wouldnt be a nuker.
    im not saying dont use dots or anything, but the exact and only point in nuking is dealing damage. its the exact equivalent of top melee DPS IE: LNC which is designed to be sheer dps.
    Well, that damage dealing does not have to mean top DPS if there is other utility for it.

    FFXIII offered stagger mechanic for ravager for example.
    (0)

  3. #23
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    Quote Originally Posted by Betelgeuzah View Post
    Well, that damage dealing does not have to mean top DPS if there is other utility for it.

    FFXIII offered stagger mechanic for ravager for example.
    good point, im not saying Nukers need to focus on being competative for top DPS, im saying general high DPS is the entire point of being a nuker, and since nukers exist they should have position in parties and not be stagnated as anything else.
    adding other spells to lower magic defense and "staggering" them for their own damage benefit sounds great to me.
    however, it still only helps my point, a nuker is the magic equivalent of a LNC (so to speak). LNCs also have other abilities to aid in their DPS, so yes i agree that Nukers should have similar mechanics.

    having different options for your MP pool, enmity and strength of that element should be very important to a mage IMO, not "Fire... bang... back up heal, back up heal, backup rebuff, beack up heal OH my timers back up i can cast thunder now"
    "NO, we need your MP for backup heals and buffs. Plus we have a LNC to take care of damage"

    /butthurt
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  4. #24
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    ugh, it just sucks because other MMOs dont care about the visual aspect of their magic classes anywhere near as much as the FF franchise, yet nukers in endgame in other MMOs are just as common as melee.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  5. 11-11-2011 10:20 PM

  6. #25
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    Quote Originally Posted by Shikaree View Post
    I like the idea of streamlining the abilities, it keeps what's learned earlier still useful in later levels. I mean what Black Mage would still use Fire at level 50?

    I'm going to skip mentioning the world famous MMORPG for once and reference an earlier Final Fantasy that actually did something somewhat similar, Final Fantasy II. While this example is somewhat different (you leveled the spell by using it a lot compared to it improving by a character level), there was only one form of a spell. Fire, Ice, Lightning, Cure all had only one tier that you could choose to improve.

    What I think game companies are starting to realize is that they need to eliminate the tier model due to the weakness some abilities eventually gain as they are outsourced. Why add something that eventually becomes useless? The ability to improve one ability over time is an easier way to go about it.

    Models now, hmm, different story.
    im not trying to be rude but your point is literally moot because its looking like the elemental type will be the tiers just as they were in FFXI.
    if you remember correctly Aero and Water spells were only useful until you got Thunder and Blizzard, then the others were practically non existant just as you say for low level spells.

    the whole point of a low level spell is to coincide with your weakness as a low level character.
    i prefer fire magic, i would like for my fire magic to look more powerful as i become more powerful in levels to coincide with my greater stats vurses when i was level 1

    also, another clue would be reformed elemental wands that are currently in game. their levels are tiered according to which element.
    the wind wand is level 24? the next one up is level 30 something (this is off the top of my head from when i looked at the market wards.) this coincides perfectly with aero generally going to be a weaker spell than all of the others because your going to learn that first.
    im fine with streamlining spells, but dont make my level 50 Nuker cast the same exact fire spell effect as a beginner.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  7. #26
    Player
    Karleguarth's Avatar
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    Mar 2011
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    Limsa Lominsa!
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    98
    Character
    Bum Bum
    World
    Titan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kio View Post
    T
    I would feel extremely restricted if you couldn't lightly top someone off, or you could only bomb people in the middle of a delicate fight with a 900 hp cure... That would be a nightmare haha.
    Yea.. As a healer now I place 4 healing spells which are the tier II and III of Cure and Sacrifice..
    I use different version of them according to how urgent a mate is needed so I can manage my mp and enmity easier.

    If there's only 1 version and all I can do as a healer is "All-out-heal", it'll be bad news to me.
    (1)

  8. #27
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    Quote Originally Posted by Karleguarth View Post
    Yea.. As a healer now I place 4 healing spells which are the tier II and III of Cure and Sacrifice..
    I use different version of them according to how urgent a mate is needed so I can manage my mp and enmity easier.

    If there's only 1 version and all I can do as a healer is "All-out-heal", it'll be bad news to me.
    agreed. same with nuking.

    i just posted this on another thread
    everyone is just gonna say that it enhances difficulty and thats what the game needs.
    yet in reality all it does is hinder strategy options.
    its all i see it as.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #28
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
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    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I support this change completely, I do hope they change the look of the spells as they become more powerful that would be an interesting addition, but they have enough to do for the moment.

    Yea.. As a healer now I place 4 healing spells which are the tier II and III of Cure and Sacrifice..
    I use different version of them according to how urgent a mate is needed so I can manage my mp and enmity easier.

    If there's only 1 version and all I can do as a healer is "All-out-heal", it'll be bad news to me
    I am a healer also and don't think this is a problem, almost never am I using Sacrifice as a CNJ and only use Cure 3 when its really necessary, cure only has a 3 second cool down now and in most cases the wait isn't enough to cause any big issues.

    More over this should save us a lot of MP as the spell will scale in both mana use and potency.

    Dreadnought don't expect them to keep nuke spells with the same cooldown timers as they currently are, I wouldn't be surprised to see blackmage spam nuke spells like in other MMO's, it shouldn't have a huge effect on mana or hate because .... the damage and mana use will scale with level.

    With the new combo to increase emnity by 50%, tanks should have a much easier time keeping hate also.
    (0)
    Last edited by Jinko; 11-11-2011 at 10:54 PM.

  10. #29
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    Quote Originally Posted by Jinko View Post
    I support this change completely, I do hope they change the look of the spells as they become more powerful that would be an interesting addition, but they have enough to do for the moment.



    I am a healer also and don't think this is a problem, almost never am I using Sacrifice as a CNJ and only use Cure 3 when its really necessary, cure only has a 3 second cool down now and in most cases the wait isn't enough to cause any big issues.

    More over this should save us a lot of MP as the spell will scale in both mana use and potency.

    Dreadnought don't expect them to keep nuke spells with the same cooldown timers as they currently are, I wouldn't be surprised to see blackmage spam nuke spells like in other MMO's, it shouldn't have a huge effect on mana or hate because .... the damage and mana use will scale with level.
    the general concesus dissagrees with you on the healing options.
    i think its good to have different potencies for different split second situations. how is it going to save MP when you all you need to cast is a Cure1 to top of a character instead of a full Cure III?

    i could care less how many spells we have, i just dont want to be casting the same damned spell effect (per element type) from level 1 to 50.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  11. #30
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Wow. More topics with people jumping to conclusions off incomplete information and previews.

    World of Warcraft did this and it became a better game because of it. People abused the hell out of lower tier spells, because they were more efficient. Paladins were casting 'Flash of Light' 9, and 1 (out of 11 ranks); Holy Light, the longer heal, was never used. Blizzard decided to do single rank spells and then give Paladins multiple types of heals that all scaled well and were visually different. Long and powerful heal with high efficiency, medium heal with medium power and low interrupt rate, short heal for emergencies, and an AOE heal. It streamlined the healing gameplay enough that more people picked up on being healer paladins, and healer paladins were no longer using only 2 buttons to do their job.

    Yoshi has already started that with Curaga, and you have Sacrifice as well. There is nothing here saying you won't see a full Regen type spell, a temporary shield spell, a short heal, an efficient heal, or any other type of spell/skill that doesn't involve spamming different ranks of the same spell. It's a design choice that allows the devs to have finer control over class balance, and to make game gameplay both more intuitive and more varied.
    (3)

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