


Please clarify if this means no debuffing in the period from now to 2.0 or no enfeebling magic, ever, ever ever?
I know March of this year seems like a long time ago, but Japan suffered its worst tsunami in recent memory which resulted in the deaths of tens of thousands, entire towns swallowed whole, and an ongoing nuclear crisis at the Fukushima power plant.
Making light of tsunamis with Leviathan would probably be received in poor taste at this time.
(original by GalvatronZero)
The way I see it, the removal of a large set of spells that were minimaly usefull at best is no great lose. Keep in mind, this is from a player who leveld and played THM with entent of utiliing the CC abilities they had. In the end the MP siphon, Drain, TP siphon worked well. BUT paralyze, slow, gravity, bind, silence, blind, all appeared to me to not work properly most of the time or in some cases, none of the time, or just have plain ole' faulty mechanics. The absorb acc, atk, def, and eva, all seem t have so little impact, that most everyone I know just don't bother with them.
My point is that the enebling abilites were to minimal of an effect to effect battles in my opinion. I would much rather see them fixed then to see them gone. If they are removed as planned, the certainly need to redesign them and make a new CC enfeebling class that can utilize them in a manner that allows them to change the flow of battle.


Can you also give us some of the reasoning behind the disappearance of Water as an offensive spell and the elimination of enfeebling magic? This whole issue will be much less likely to create a spike of animus against the plans of the development team, if they allow us to understand why this is being done, and towards which end.
Just removing a structure that was shown to us as essential from the beginning of the game will make us feel deprived, but giving us a few glimpses of the new structure will make us feel reassured. Showing us the end towards which we are moving will allow us to understand your reasoning and dispel the whiff of arbitrariness we are now getting. The structure the developers are toying with was presented to us as a fundamental object of necessary knowledge, a core constituent of the Adventurer's efforts to understand and conquer the world. Telling us it will be taken away without letting us see what will replace it... this is very likely to make everybody feel mutilated.
Rukkirii, thanks for the reply, but could you please elaborate some more... as it stands, your bare-bones answer is very disquieting to many of us.
R

This can't be serious... do they seriously expect us to play this MMO for almost another year without any debuffs? That is a great way to get quite a lot of bad press about how this game is a joke.
I was really happy about the changes until this recent week when they apparently decided to dumb down the game significantly. They might as well shut it down till 2.0 if this is the kind of crap they are going to pull.
Blind is there, Heavy(Gravity) is there, Bind is there, Stun is there, Sleepga is there.
They don't need to actually do anything for media and people like you to twist the info as if they were.
Generic FF debuffs do not make the game any more complex.


I don't really like this news.. No Water-based Attack spells... What If you're fighting a "Weak to water" monster and want to put out the best output of damage but can't? I think this thing creates Imbalance in the Elemental wheel, Unless SE tells us their reason and goal for doing this.
Why not just do this Division for Mages:
Thaumaturge-Black Mage:
-Fire-Attack|DoT
-Ice-Attack|DoT
-Lightning-Attack|DoT
-Wind-Attack|
-Water-Attack|
-Earth-Attack|
Conjurer-White Mage:
-Fire-Enhancing Magic
-Ice-Enhancing Magic
-Lightning-Enhancing Magic
-Wind-Enhancing Magic|DoT
-Water-Enhancing Magic|DoT
-Earth-Enhancing Magic|DoT
As for the Enfeebling Magic, I think I can wait.
Last edited by Anima; 11-22-2011 at 03:04 PM.
It's as if you assume that the developers can not control the game they are making.What If you're fighting a "Weak to water" monster and want to put out the best output of damage but can't?
In either case you'll deal exactly as much damage as the designers let you.
Player



To me it feels like magic is shifting more towards focusing on what the effect of the spell is and utilizing it in the right situations rather than focusing on the element itself.

Considering everybody thought THM was going to be WHM before it was announced otherwise, I don't see why not. WHM on XI has Banish spells, and Scourge could fit that role a bit as well. Having the elemental magic split between two classes is silly, even with the action bar and the ability to set any spells and abilities you want.
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