Page 20 of 54 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast
Results 191 to 200 of 536
  1. #191
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kalise View Post
    Why not rock the boat and produce the game's first TAoE DoT?

    Pick a target, they explode every 3 seconds taking damage and dealing damage to all targets around them. Only one instance can be active at any time.

    There you bypass the need to try and multi-DoT as well as get around any issues faced in ST situations. Whilst also, providing something new and unique instead of Shadow Flare 2.0.

    Could then give it Mana per target hit so as to amplify Mana gain exponentially in AoE situations to provide more Moulinet combos. If needs be, put an upper cap on amount of targets will generate Mana to limit how crazy it can get on MASSIVE pulls or something.
    That could work, though I admit I am weary about how passive such a component would be in spite of its substantial benefits to our AoE. Our AoE rotation would be essentially the same Scatter spam, just with DoT ticks giving nearly as much B/W Mana as our direct casts, if not more -- depending on the limits of the theoretical upper cap, with enough targets you could potentially cast the DoT once and just rake in Moulinets.

    I still think the solution to our AoE rotation should involve having another spell or two we can weave with Scatter, if only to make it objectively less dull than the two buttons and a CD we have now.

    Quote Originally Posted by Kalise View Post
    As far as a Verfinisher goes... I think an AoE Verfinisher seems awkward. Given that AoE Mana generation is centred on filling up both types of Mana, which would really only lead into having a single Verfinisher. To which it would be kind of awkward trying to pick whether it should be a Black or White spell. Given RDM's ST rotation being appropriately balanced in terms of Black vs White spells.
    It wouldn't be as hard as you think, all you have to do is pick a "Ver-" spell that's not within either the Black or White arsenals (like, say, Gravity, Ruin, Ultima...), or make some generic brand super-Scatter spell like Ardor or Alterna or "Ver-dict".
    (1)
    Last edited by Archwizard; 03-19-2019 at 08:06 AM.

  2. #192
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    I like the TAoE dot idea, as it kills many birds with one stone (especially with a mana replenishment mechanic), but I agree that the job could use another spell to weave into AOEs. It has to have one of the dullest AOE rotations of any job.
    (0)
    When the game's story becomes self-aware:


  3. #193
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    I will say, the compelling thing I find about the TAoE DoT suggestion is that it does make it easy to balance - the DoT could deal moderate damage to the primary target for single-target value but only partial splash damage to other enemies in AoE, as opposed to just giving us Thunder II/IV or Aero III which would do equivalent damage in either. (I just figured we'd probably end up with a minor damage effect either way.)

    However, if the point of the exercise is to limit ourselves to one DoT with distinct purposes and advantages in both single-target and AoE, it may be best to focus the return benefits on being agnostic to either - easy enough if we're only allowed one instance of the DoT at a time. Flat MP recovery or B/W Mana generation while the main DoT persists should be plenty.
    (0)

  4. #194
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalise View Post
    Why not rock the boat and produce the game's first TAoE DoT?

    Pick a target, they explode every 3 seconds taking damage and dealing damage to all targets around them. Only one instance can be active at any time.

    There you bypass the need to try and multi-DoT as well as get around any issues faced in ST situations. Whilst also, providing something new and unique instead of Shadow Flare 2.0.

    Could then give it Mana per target hit so as to amplify Mana gain exponentially in AoE situations to provide more Moulinet combos. If needs be, put an upper cap on amount of targets will generate Mana to limit how crazy it can get on MASSIVE pulls or something.

    As far as a Verfinisher goes... I think an AoE Verfinisher seems awkward. Given that AoE Mana generation is centred on filling up both types of Mana, which would really only lead into having a single Verfinisher. To which it would be kind of awkward trying to pick whether it should be a Black or White spell. Given RDM's ST rotation being appropriately balanced in terms of Black vs White spells.
    So a Living Bomb / early Explosive Arrow ordeal? Wouldn't that be just as passive as the current spam, though? Such mechanics are also rather frustrating to use, like any other DoT, when enemy mobs don't have much TTK if allies decide to swap to it (the chance of which seems to increase with every DoT thereby wasteable...).

    Personally, I'd like to see more weaving. Double points if it can reward mana imbalance or the like in a way that adds a bit more complexity without too much added frustration.

    For instance, imagine if Enhanced Scatter were replaced with "Verspiral" or "Verhelix" (or, heck, both with slightly different mechanics), where the mechanic causes your next attack to be spread similarly to Scatter. (If using two mechanics, you can have, say, Verspiral cause the stored damage to be duplicated at portion outward, while Verhelix could have AoE damage duplicated at portion inward.

    Moreover, why aren't Verholy/Verflare AoEs?
    (0)

  5. #195
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Shurrikhan View Post
    So a Living Bomb / early Explosive Arrow ordeal? Wouldn't that be just as passive as the current spam, though? Such mechanics are also rather frustrating to use, like any other DoT, when enemy mobs don't have much TTK if allies decide to swap to it (the chance of which seems to increase with every DoT thereby wasteable...).
    Well, the suggestion wasn't supposed to really impact the AoE rotation. More so to add in a DoT in a way would allow for some extra damage utility, such as increasing damage while movement is required and having a form of passive Mana generation to play with that can aid with increasing the rate at which melee combo's are generated without simply slapping bonus generation onto existing skills.

    Adding in more AoE's for the rotation... Is a much different proposition. One that I haven't been able to make a particularly satisfying rendition for. Only thing I've been able to come up with is replacing Enhanced Scatter (Possibly with a Scatter II) with an Impactful II buff that allows the use of an Impact II which is an AoE form of Impact with higher damage and Mana generation than Scatter (II).

    A concern was with button space though... However, I suppose that Jolt and Scatter could simply be replaced by Impact and Impact II respectively given that I don't believe there's any reason you'd want to use the base versions over the Impact procs.

    A fun little side note is that it would mean that RDM would be one step closer to being a Flower Mage with more flowery Impact casts ;D

    Quote Originally Posted by Shurrikhan View Post
    Moreover, why aren't Verholy/Verflare AoEs?
    I guess because of two reasons:

    1) Tying AoE damage behind the ST melee combo is not particularly fun design (It's a similar situation to WAR with their AoE Beast Gauge spenders, whom can only generate Beast Gauge with ST skills so can only use Overpower in AoE situations outside of using Inner Release to bypass Beast Gauge costs)

    2) Allowing use of Verholy/Verflare after say, a (New) Moulinet combo would be awkward as they'd imbalance Mana while RDM AoE rotation builds Mana relatively equally given it mostly spams Scatter as opposed to alternating between Black and White AoE skills akin to the ST rotation.

    With a possible third reason being to try and signify that BLM and WHM are more potent in their respective schools of magic compared to RDM that utilizes both. So that the RDM versions of these ancient magicks are only powerful enough to harm a single target.
    (1)

  6. #196
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    So a Living Bomb / early Explosive Arrow ordeal? Wouldn't that be just as passive as the current spam, though? Such mechanics are also rather frustrating to use, like any other DoT, when enemy mobs don't have much TTK if allies decide to swap to it (the chance of which seems to increase with every DoT thereby wasteable...).
    Wouldn't some manner of "detonate" mechanic help get around that, though? As in, triggering it to "detonate" at a discount of its total damage, still high enough to make it worth using in AoE contexts in the first place. The speed with which trash dies is frustrating for a lot of caster AoE rotations, tbh.

    Still, given that the spell has hybrid ST/AOE uses, I think it's just being proposed as a component of a revised RDM AoE package, and not the final solution. I agree that you'd need to go further than that to make RDM AoE interesting.

    Quote Originally Posted by Kalise View Post
    With a possible third reason being to try and signify that BLM and WHM are more potent in their respective schools of magic compared to RDM that utilizes both. So that the RDM versions of these ancient magicks are only powerful enough to harm a single target.
    Indeed. And whilst the potencies are higher than Flare/Holy, I believe this is a mechanical contrivance for rotational flow/impact and not intended to be seen as anything more than that, since both spells are essentially work arounds to re-create their BLM/WHM analogues.
    (1)
    Last edited by Lauront; 03-20-2019 at 08:25 AM.

  7. #197
    Player
    MorbolvampireQueen6's Avatar
    Join Date
    Jan 2019
    Location
    gridania
    Posts
    640
    Character
    Nagini Kagon
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    no 2 the chain thing good with all other
    y because its already more op than white or black mage .. and black mage has 3x already it was bad enough red got flare and holy both whm,blm signatures
    (1)

  8. #198
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    "Already more OP than White or Black Mage"...

    We do ~10% less damage than BLM and have only one weak/expensive heal to compare to WHM's entire arsenal. The most "OP" thing we have is insta-raising, and even then we have no MP recovery tools of our own so doing so comes at significant cost to us. It's a stretch to say we even got BLM's Flare or WHM's Holy, since the spells we can cast resemble them in name only.
    That's a very immature comparison.

    That said, I will agree that giving us a Chaincast ability is completely unnecessary. Just adjust Dualcast so it can proc from a spell that has been Swiftcast and we'll have the same effect, three instants in a row where we won't just spam Jolt-Impact-Jolt-Impact after.
    (2)

  9. #199
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    In other news...

    I think a lot of the ideas we have for new spells are awfully hung up on "every Black spell must have a White counterpart and vice versa".
    Bear in mind, we have two White utility spells that presently have no counterparts whatsoever and are not relegated to building White Mana -- and with the current state of BLM we don't have many options in the way of Black utilities to balance them out, either.

    This in particular is why I'm completely fine with introducing Ice and Water spells as having entirely unrelated positions in the rotation; at the end of the day, there are multiple ways for spells to "balance" to the satisfaction of Red Mage lore, particularly if we argue we cast both sides just as often overall. (Sure, it may be a bit lopsided in practice, but I know loads of RDMs who go out of their way to only use their favorite Verfinisher, so practice clearly isn't a make-or-break concern.)

    Why not have Ice magic as our MP recovery, if we cast it as infrequently in a raid as recovery spells? Why not have Water magic as our main cleave, if we churn out just as much Ice damage in and out of AoE? Why not have a Black AoE Verfinisher if we built it with White spells (other than that we probably don't need an AoE Verfinisher all that much right now)?
    Would anyone object if they swapped Verflare with Verfoul? I think it'd be more fitting to have the opposite of Holy be a Dark spell after all. They could always recycle Verflare elsewhere.

    Just a bit of rambling. Probably an unpopular opinion, I just think we're limiting ourselves by declaring "copy this spell twice but change the element" as the only means to "balance" our casting as far as lore is concerned.
    (1)

  10. #200
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Archwizard View Post
    I think a lot of the ideas we have for new spells are awfully hung up on "every Black spell must have a White counterpart and vice versa".
    Most of it is gameplay related.

    Since, like you said, there are limited option of Black Magic utility.

    So it's likely that any Black Magic will be an offensive cast. Meaning, logically, it should build Black Mana.

    Without a White counterpart, we now have a situation where RDM is inherently imbalanced between Black and White Mana.

    Unless said Black spell is something more akin to Jolt/Impact and thus can be considered "Neutral" and grant both Mana types.

    This is where utilities comes into play. We can easily have inequal amounts of utilities like Vercure/Verraise as due to their niche usage, they don't generate any Mana so don't impact the gameplay of RDM which is about managing and balancing out Mana.

    As such, imbalance between the schools of magic can exist, so long as you are able to justify why said skill won't generate Mana or would generate both types of Mana.
    (0)

Page 20 of 54 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast