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  1. #61
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    Jinrya-Geki's Avatar
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    You can't just have three spells in this game. All the monsters have some resistance to it, and in the old Final fantasies, mobs didn't have such high resistance.

    Even if the mob resisted lightning, let's say, you still have two useful spells that will do awesome damage. In this game the only other thing we have is the fire line, which is still not that great compared to thundara line. Great for taking out the trash mobs. But completely mp insufficient to mobs that matter to kill because of the mp cost. The blizzard line sucks. I don't solo, and I don't pull hate. Since we kill trash mobs with fire line, what good is the ice line?

    The ancient magic spells don't live up to their names, this needs to be change.

    White mage role is, always has been the healer. Only against the undead should white mage rain supreme in damage dealing. EVERYTHING else should be Black Mages turf as far as elements go. It's unfair to be restricted to one spell and call it black mage, should be called Lightning mage.

    I am just asking for a reform to make Black Mage to have all elemental spells, and ancient magic spells fixed. White mage should have the banish line, and then to fix the enfeeble line before red mage comes out, otherwise we'll have 3 mages that can do the same thing almost -black mage being able to heal.
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    Last edited by Jinrya-Geki; 05-03-2012 at 05:50 AM.

  2. #62
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    Nothing I wrote was meant as an insult. Sorry if that's how it came across. All of what I said was only meant to make people, certainly not just you, think about the system in it's current state. Being the best you can be right now means stack Lightning and cast thunder alot. I don't like that people defend this. If you or anyone else has ideas that aren't defending the system as it is now I applaud you.

    As for the dev's getting to make a game any way they want, that ship has sailed, they gave us power to call for change, and then asked us to use that power. In every sense they asked us to offer up the frameworks that we wanted to see in the game. I'll be damned if I'm not at the very least going to share my thoughts and opinions. If the devs are on a roll toward what we have now, the unbalance and limited play options, and aren't derailed somehow we're going to end up with a game that is no more than who wears the most thunder+ gear for dmg, str/vit gear for war tank, and a whm and brd hanging out waiting on things to die. If/when I seem condescending or generally negative it's typically because someone came across as defending things as they are, or raged at the idea of change.
    Again sorry if it felt that I was intentionally insulting you, I wasn't going for that at all.
    well I am certainly NOT defending the system as a whole, just the THM/BLM side of it. I like going by the classic FF theme, but the content is the problem, it was made for a nuker with access to 6 elements + light and dark. With 2.0, that can be changed. It's likely one of the things they're looking at since it's so important for balance.

    The current setup is rock paper scissors. Continuing this and saying we're all good with the most functional way for a blm to work is thunder > thundara > thundaga > thunder > thundara >>> repeat. Say it's not if you want to but let's look at all the content and the suggested tactics for successful fast runs:
    Take WAR WHM BRD BLMx5; thunder combo ?????? down; use hate shedding abils as needed and cooling the DPS if needed.
    The elemental wheel system is almost literally rock, paper, scissors. One beats the next and keeps doing so until starting over. The way it is now is rock, paper, scissors excpet you can't throw paper.

    I don't like all thunder being single target, and all fire being aoe, and all ice sucking. I put my own suggestion of how to fix that issue, using the stone/aero chain system and also one in reverse which allows for two aoe's of the same element, in the same way that you can get two single targets back to back.

    Whether tactics advance used that system, which I don't doubt, or not, you have to keep in mind what your argument is using as a strength, a gaming system that was geared toward younger players, players where simple is a better approach. Just like the original FF games were geared toward the people playing games at the time, younger, mostly 8~15. Today's market reaches far more but in the case of this game I don't think, I hope that, the target market isn't 8~15. FFs grew up and evolved, became more robust and complex over time just like the people that made up the large part of who was buying/playing those games. Games for the advance, DS, and all the gameboys prior; tactics advance included were geared for younger players.
    Final Fantasy 3/6 used the system as well, and that game was easily the MOST mature of all the Final Fantasies. The only tiers for black magic was bolt/fire/ice, there was a Quake spell, but it hit everyone, and not flying enemies. There was also a tornado spell called "W.Wind" I think, which was and AOE only and dealt extra damage to flying enemies, with some flying being resistant.

    That system was more complex in a sense, but easier to understand. Enemy weaknesses were more truthful, since they were based on real world aspects, and not some need to fit a wheel. An enemy could use fire abilities and not be a fire based enemy, his weakness may have ended up being Lightning, it was based on the concept of the enemy.

    Even if the mob resisted lightning, let's say, you still have two useful spells that will do awesome damage. In this game the only other thing we have is the fire line, which is still not that great compared to thundara line. Great for taking out the trash mobs. But completely mp insufficient to mobs that matter to kill because of the mp cost. The blizzard line sucks. I don't solo, and I don't pull hate. Since we kill trash mobs with fire line, what good is the ice line?

    The ancient magic spells don't live up to their names, this needs to be change.
    As I've said, for the most part, this is taken care of in content. And yes, the ancient magic needs to be improved, possibly by attaching them to chains.

    White mage role is, always has been the healer. Only against the undead should white mage rain supreme in damage dealing. EVERYTHING else should be Black Mages turf as far as elements go. It's unfair to be restricted to one spell and call it black mage, should be called Lightning mage.

    I am just asking for a reform to make Black Mage to have all elemental spells, and ancient magic spells fixed. White mage should have the banish line, and then to fix the enfeeble line before red mage comes out, otherwise we'll have 3 mages that can do the same thing almost -black mage being able to heal.
    If you're basing it on role, then WHM has always be a healer, yes, but if they base it on a thematic concept, it can very easily fit. Fire/Lightning/Ice are by nature very destructive, while Water/Earth/Wind are not so. Saying that the former are Dark based elements while the latter are Holy based elements would work out perfect. Though I'm not asking for WHM to have such strong offensive magic, I was surprised at how strong Stone and Aero were.

    I suspect a big reason they went with the current system was their need to have every ability from the current class/job on a persons action bars. Working with that limitation this way is perfectly fine AS LONG as they develop the content around it.
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    Last edited by Vaymathias; 05-03-2012 at 06:09 AM.

  3. #63
    Player
    Jinrya-Geki's Avatar
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    Jinrya Geki
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    These limitations on Disciple of magic of 15 abilities needs to be removed. If conjurers want to solo, they should have to cross-class spells from Thm. Party play > Solo.

    Why was this terrible idea done? Seriously I want a valid reason to why:

    Disciple of Magic have 15 abilities?

    Why solo play took priority of party play?

    Why the wheel was split?

    Why Fire/Ice aren't as good Thunder line when you limited us to 15 spells?

    Why the ancient magics spells suck at DD. (Freezes needs upped damage, and Flare not be self aoe. Burst could be better for a 15 minute ability.)

    Why does Holy suck for all you MP?

    Why did you make enfeebles useless? Stack all the pity you want after the first use of any enfeeble it's useless.

    Yet it's seen fit to nerf warrior first...
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  4. #64
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    Enfarious's Avatar
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    Elasandria Servion
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    Quote Originally Posted by Vaymathias View Post
    well I am certainly NOT defending the system as a whole, just the THM/BLM side of it. I like going by the classic FF theme, but the content is the problem, it was made for a nuker with access to 6 elements + light and dark. With 2.0, that can be changed. It's likely one of the things they're looking at since it's so important for balance.
    Adding yet more simplification isn't helping, imo, that's all that this will do. Changing the system to better suit less options, to make less dynamics is what they'd be doing.

    The elemental wheel system is almost literally rock, paper, scissors. One beats the next and keeps doing so until starting over. The way it is now is rock, paper, scissors except you can't throw paper.
    The wheel makes sense, I didn't suggest that mobs follow any particular pattern of resistance, but just that those 6 elements chasing one another does make sense. Ants being earth based makes sense, and what mobs use don't have to be based on their elemental affinity, ants being earth based doesn't mean they can't generate fire, just that because they're attuned to earth what with living in it they should be strong to it. I think that's pretty much what you've been saying, I completely agree with that.

    I don't like all thunder being single target, and all fire being aoe, and all ice sucking. I put my own suggestion of how to fix that issue, using the stone/aero chain system and also one in reverse which allows for two aoe's of the same element, in the same way that you can get two single targets back to back.
    Everyone (I think) agrees that this is a broken aspect of things in the magick system.

    Final Fantasy 3/6 used the system as well, and that game was easily the MOST mature of all the Final Fantasies. The only tiers for black magic was bolt/fire/ice, there was a Quake spell, but it hit everyone, and not flying enemies. There was also a tornado spell called "W.Wind" I think, which was and AOE only and dealt extra damage to flying enemies, with some flying being resistant.

    That system was more complex in a sense, but easier to understand. Enemy weaknesses were more truthful, since they were based on real world aspects, and not some need to fit a wheel. An enemy could use fire abilities and not be a fire based enemy, his weakness may have ended up being Lightning, it was based on the concept of the enemy.
    They all blur some going back that far, late 80's/early 90's but, the systems were very simple, things like quake, flood, flare, meteo, holy, all existed back that far. When I say the game became more mature and robust I mean the mechanics overall. The materia system, jobs and subjobs, the sphere grid. The story lines were always great, it's one of the reasons that to this day I continue to play these over most other games.
    Complex but easy to understand was achieved in many of them, with 8 elements the system isn't any more diffucult to understand just more robust, there's more options, more you CAN do, if someone still wants to cast nothing but the one spell they can, but those that want the more robust complex system are welcome to use it.

    As I've said, for the most part, this is taken care of in content. And yes, the ancient magic needs to be improved, possibly by attaching them to chains.

    If you're basing it on role, then WHM has always be a healer, yes, but if they base it on a thematic concept, it can very easily fit. Fire/Lightning/Ice are by nature very destructive, while Water/Earth/Wind are not so. Saying that the former are Dark based elements while the latter are Holy based elements would work out perfect. Though I'm not asking for WHM to have such strong offensive magic, I was surprised at how strong Stone and Aero were.
    Fire Lightning Ice aren't any more or less destructive than Floods Quakes/Volcanoes(which are fire/earth) and Tornados, actually of them Ice as an element is one of the least destructive on it's own, without the impact of wind to create a blizzard, earth to create an avalanche ... Ice actually creates very stable, if slick, homes/ground for people, fire is life giving in every corner of the world and every culture, lightning is what's making this whole conversation possible by being in a controlled form. Most poisons are derived from a liquid base.

    I suspect a big reason they went with the current system was their need to have every ability from the current class/job on a persons action bars. Working with that limitation this way is perfectly fine AS LONG as they develop the content around it.
    They haven't got nearly every ability and skill from the old/orig system. When they decided imposing a limit of 15 abilities to each class I have to believe it was to speed and simplify development for a version of the game that they knew was going away.

    I really do hope that they don't keep this system, both on the 15 abilities front, and the way mages are now, whm isn't a whm from the majority of the old ff lore, blm isn't a blm from the majority of the old ff lore, yet the claim is, "We drew from previous FFs." What I mean by this is, to clarify, WHM hasn't every been a job that has a DD repertoire, BLM has always been the job that has elemental control to a science. This we have 2 Elemental mages not a whm and a blm, the only distinction is that blm can't heal and buff as well.
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  5. #65
    Player
    Enfarious's Avatar
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    Quote Originally Posted by Jinrya-Geki View Post
    These limitations on Disciple of magic of 15 abilities needs to be removed. If conjurers want to solo, they should have to cross-class spells from Thm. Party play > Solo.
    Yes that's how it should work. The split the wheel so they both get some was just a bad choice I think. Could have just as easily given cnj/whm banish and what have you.

    Why was this terrible idea done? Seriously I want a valid reason to why:
    Disciple of Magic have 15 abilities?
    Why solo play took priority of party play?
    Why the wheel was split?
    Why Fire/Ice aren't as good Thunder line when you limited us to 15 spells?
    Why the ancient magics spells suck at DD. (Freezes needs upped damage, and Flare not be self aoe. Burst could be better for a 15 minute ability.)
    Why does Holy suck for all you MP?
    Why did you make enfeebles useless? Stack all the pity you want after the first use of any enfeeble it's useless.

    Yet it's seen fit to nerf warrior first...
    From the top down, what I think the reasons are anyway:
    -To simplify development, they don't have to come up with as much for a game that's going away.
    -It didn't you can gain far more xp/hr in a good party than you can soloing leves.
    -It was easier to split the wheel than add new abilities/spells?
    -Poor design ideas.
    -Alot of the jobs have abilities that suck and go basically unused, Dragonfire Dive...
    -Again holy fits in with the rest, it was fast not well thought out design that couldn't be fit to the current content.
    -Enfeebles gimped/mobs buffed against repeated use of the same ones to attempt to encourage people to try to use other things, noone was beta testing AoE weight/bind/blind as viable crowd controls so they tried to give us a reason. No a great way to do it and certainly didn't make people happy.
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  6. #66
    Player
    Skies's Avatar
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    Y'ahte Tia
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    Zalera
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    Quote Originally Posted by Jinrya-Geki View Post
    These limitations on Disciple of magic of 15 abilities needs to be removed. If conjurers want to solo, they should have to cross-class spells from Thm. Party play > Solo.

    Why was this terrible idea done? Seriously I want a valid reason to why:

    Disciple of Magic have 15 abilities?
    Because every single class has 15 abilities, all classes are made equal in that regard! It's a design choice, there is no particular need for DoM to have more abilities than DoW.

    Quote Originally Posted by Jinrya-Geki View Post
    Why solo play took priority of party play?
    I cannot given an answer to that given I do not think that holds true, sorry. You could tell me why you think it does, though.

    Quote Originally Posted by Jinrya-Geki View Post
    Why the wheel was split?
    Presumably, they wanted each mage to have sufficient offensive abilities of their own, and did not want any single element to be present on more than one mage. So thus, the elements were split between mages.

    Quote Originally Posted by Jinrya-Geki View Post
    Why Fire/Ice aren't as good Thunder line when you limited us to 15 spells?
    They are! Just every bit as good as thunder, I'd say! In their particular roles. For diminished damaged, Fire gains AoE and it's just as good at AoE damage as Thunder is good in ST damage (Thunder-level damage to an AoE would be overpowered), Blizzard exchanges damage for enfeebling statuses and in Blizarra's case instant cast. Blizzard is as good at enfeebling as Thunder is good at dealing damage! They have very distinct roles and are equally proficient, in their own roles.

    Quote Originally Posted by Jinrya-Geki View Post
    Why the ancient magics spells suck at DD. (Freezes needs upped damage, and Flare not be self aoe. Burst could be better for a 15 minute ability.)
    I think it's consensus that Burst is excessively underwhelming, that one I cannot excuse but i've no experience with it. However, you need to reavail your concepts, Freeze is not a direct DD spell, but it increases your DPS considerably by reducing your enmity by a large amount. Like the rest of the Blizzard spells it's a utility, not a raw damage, spell and from what I gather it's incredibly powerful at it's role, utility and 'buff'. Flare, presumably, has an extremely high amount of damage for an AoE, so instead of paying with damage for the AoE it instead pays with target restriction.

    Quote Originally Posted by Jinrya-Geki View Post
    Why does Holy suck for all you MP?
    Presumably, because White Mage is not supposed to have that powerful of a spell. Seriously, for that much power and instant cast for a job that's certainly not meant to deal damage, why, it's a suitable price. What other price would you suggest?

    Quote Originally Posted by Jinrya-Geki View Post
    Why did you make enfeebles useless? Stack all the pity you want after the first use of any enfeeble it's useless.
    Presumably so cheap tactics like 'stunlocking' aren't usable and so that 'trench battles' become an uphill challange, making the playerbase shy away from excessively long, drawn-out battles and adding a more dynamic element to battle. Wether they implemented that correctly or failed at it, I cannot say, but it's possible to discern the intent of it.
    (1)

  7. #67
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    Fire Lightning Ice aren't any more or less destructive than Floods Quakes/Volcanoes(which are fire/earth) and Tornados, actually of them Ice as an element is one of the least destructive on it's own, without the impact of wind to create a blizzard, earth to create an avalanche ... Ice actually creates very stable, if slick, homes/ground for people, fire is life giving in every corner of the world and every culture, lightning is what's making this whole conversation possible by being in a controlled form. Most poisons are derived from a liquid base.

    I suspect a big reason they went with the current system was their need to have every ability from the current class/job on a persons action bars. Working with that limitation this way is perfectly fine AS LONG as they develop the content around it.
    They haven't got nearly every ability and skill from the old/orig system. When they decided imposing a limit of 15 abilities to each class I have to believe it was to speed and simplify development for a version of the game that they knew was going away.

    I really do hope that they don't keep this system, both on the 15 abilities front, and the way mages are now, whm isn't a whm from the majority of the old ff lore, blm isn't a blm from the majority of the old ff lore, yet the claim is, "We drew from previous FFs." What I mean by this is, to clarify, WHM hasn't every been a job that has a DD repertoire, BLM has always been the job that has elemental control to a science. This we have 2 Elemental mages not a whm and a blm, the only distinction is that blm can't heal and buff as well.
    What I mean by Fire/Lightning/Ice being more destructive, is that they are, in and of themselves, destructive. While water is literally life giving, earth and wind are typically more serene, being that they are not exaggeration in and over themselves. Yes, anything can be come destructive, but honestly, if I REALLY wanted to I could probably kill someone with a rubber dildo. Dividing up the elements like it is has cool thematic possibilities.

    I think with the 15 ability limit is so they have room to grow. Making sure that every (most) abilities are useful, and making sure they'll all be able to be within quick reach was a rather specific design choice. With the 15 from current class + 10 cross class abilities, they have room for 5 more when they raise the level cap. With jobs, the 15 class abilities + 5 cross class abilities + 5 Job abilities, does the same, it leaves 5 more available slots for when they raise the level cap.

    Complex but easy to understand was achieved in many of them, with 8 elements the system isn't any more diffucult to understand just more robust, there's more options, more you CAN do, if someone still wants to cast nothing but the one spell they can, but those that want the more robust complex system are welcome to use it.
    Just because there are more elements, doesn't mean it was more robust. It was a rather shallow system, being that there were no layers. To this day FFVI, when used properly, had a very layered magic system. Sometimes it was simple, other times it was hard to tell what element to use, when to use it, and how to use it. FFXI really was just matching up with the wheel.

    They are! Just every bit as good as thunder, I'd say! In their particular roles. For diminished damaged, Fire gains AoE and it's just as good at AoE damage as Thunder is good in ST damage (Thunder-level damage to an AoE would be overpowered), Blizzard exchanges damage for enfeebling statuses and in Blizarra's case instant cast. Blizzard is as good at enfeebling as Thunder is good at dealing damage! They have very distinct roles and are equally proficient, in their own roles.
    I think he means more of an in general stand point. When you run into a single strong earth enemy, you kinda get screwed. Sure each of the three elements have a situation where they really shine, but overall it mostly comes down to single target = Lightning, multiple targets, that won't all turn on me easily or die fast enough = fire, and ice well, it is what it is.

    Presumably so cheap tactics like 'stunlocking' aren't usable and so that 'trench battles' become an uphill challange, making the playerbase shy away from excessively long, drawn-out battles and adding a more dynamic element to battle. Wether they implemented that correctly or failed at it, I cannot say, but it's possible to discern the intent of it.
    I really do agree with him when it comes to enfeebles. I feel kinda sad without them. Though in order to fit them in the current system, they'd have to remove something. Which I think they could do if they also rebalanced existing abilities, and maybe also add some traits.
    (0)

  8. #68
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    KoujiGeki's Avatar
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    you know ppl say that water is more for healing then i think, Acid rain, tsunami, mudslides, flash floods and torrential rains. Water is one of the destructive forces on the planet. Their is no reason to look at water as only a healing base. Its foolish.

    Now granted yes water was only in 10 and 11 as far as i remember. But have new elements in the game was awesome. Hell 11 Blew me away when they started Adding Dual Elements based elementals in Abysses think omg are Blms gonna gonna get spells like that and since they were Elementals are Smn gonna get Dual elemental avatars llike Ty7phoon wind/fire based.
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  9. #69
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    Quote Originally Posted by KoujiGeki View Post
    you know ppl say that water is more for healing then i think, Acid rain, tsunami, mudslides, flash floods and torrential rains. Water is one of the destructive forces on the planet. Their is no reason to look at water as only a healing base. Its foolish.

    Now granted yes water was only in 10 and 11 as far as i remember. But have new elements in the game was awesome. Hell 11 Blew me away when they started Adding Dual Elements based elementals in Abysses think omg are Blms gonna gonna get spells like that and since they were Elementals are Smn gonna get Dual elemental avatars llike Ty7phoon wind/fire based.
    Anything can be pushed to the extreme. People O.D. on vitamin C. It could very well be argued that in order to push water, wind, and earth to the point to where it's offensively useful, you'd have to be extraordinarily powerful, while Fire/Ice/Lightning are easier to use offensively.

    This could also be used to separate summoner offensively from BLM. If summoner is like FFXIs summoner, they could have espers/aeons (whatever) of all 6 elements, but only have access to one element at a time, while BLM could remain restricted to the destructive trio, but still, have the content of the game balanced for both. Maybe the devs particularly want certain enemies to be resistant to all BLM elements, or neutral to them, while at the same time allowing other elements to shine. We don't exactly what the devs want or where they are coming from, but any method can be justified. After my initial reaction I find this set up, baring a few content issues, to be much better and less shallow than the previous method.
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  10. #70
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    Enfarious's Avatar
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    Fire is as life giving as water, and water brings death just as easily as fire. the same is true for all the elements, you can defend the life giving aspects of any of them, eskimo's w/o ice and fire would be extinct ...
    our food w/o fire would have a larger rate of killing us do to being uncooked.
    No lightning having been harnessed? No electricity no modern tech age for us to have this argument via.
    Let's let these kind of arguments go.
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