blm already has flare if anything you could give blm ultima as a limit break
blm already has flare if anything you could give blm ultima as a limit break
X-Zone, baby! Some of you cats don't dig too much for your ideas, I guess. And since we've already seen BLM throw down a meteor in a trailer, I don't think it's really a "BLMs super want Meteor so I guess we can let those crybabies have it" so much as a "hey look BLMs already have Meteor, or at least Comet or whatever". And Flare as the ultimate BLM spell... what?
That all aside! The rest is just general comments to the thread in general:
Speculating on what would/wouldn't work in 1.0 is ridiculous. 2.0 is going to be a radically different game. It would be like saying stuff that wouldn't work in FF11 wouldn't work in FF14, so we shouldn't have it. Don't expect the limiting game systems or whatever else to still exist, like... we could only have so many abilities in 1.0 so there's NO WAY blah blah could work in 2.0!
Speculating on 2.0 is also ridiculous, in terms of what would/wouldn't work, or how it should work. I suspect that RDM, for example, is not going to be terribly similar to the RDM we saw in FF11. I'm not for/against Time Mage, but I guarantee you that if the FF14 team decides they want to do any particular job, they will be able to think of a way to stylize it in a way that it doesn't ridiculously overlap another job... What would be the point otherwise?
Also, please stop suggesting jobs as classes. Like, Time Mage should be the class and Red Mage should be the job... What? That's like the goof who was saying Thief should turn into Ninja, when ideally all of the jobs should be stylized, and not branching out of each other. That's like saying White Mage should be the class and Paladin should be the job. No thank you!
tl;dr ver.: Speculation is pointless. The dev team should be more than capable of making any classic FF job into a unique and stylized addition to FF14 without significant overlap of other jobs, and any such additions are not likely to fit the mold of your preconceived notions or wish lists of any particular job (BRD should have made that super clear).
This is starting to become one of those boring threads where people repeat information over and over without actually making any points. I will dot point mine so they are nice and clear, easy to read and so the garbage arguments (on both sides) aren't repeated over and over.
- The spellset that was listed, has very little utility in it's original, FF lore form, if it is not already tied to / can be given to other jobs.
- Enfeebs can easily become unbalanced and overpowered in general, especially "time" based magic which causes the enemy to stop performing actions, or speeds up the player's ability to perform actions. This, in any MMO can be considered heavily overpowered if not done correctly.
- If someone wishes to become a haste bot so I can kill stuff faster on my melee, by all means I welcome it.
- I would rather see RDM branch and and become that "melee mage/support" job instead of a haste bot. This being said I truly hope the focus is on their self buffs such as En- and damage spikes, tied with fast auto-attack and decently heavy weapon skills, rather then the whole haste/refresh/enfeeb bot. Boring class was boring in party play.
- While some people are ignoring the fact that I have stated multiple times, that if done correctly, the job may be viable and wouldn't disagree with implementing it, however taking priority over more traditional FF jobs is blasphemy. The jobs I am talking about are: Red Mage, Dark Knight, Blue Mage, Corsair/Musketeer, Thief, Ninja, Samurai.... To name a few.
Release the jobs I just listed, then I will listen/care about releasing niche/hybrid jobs such as Time Mage.
Red mage and Time mage aren't competing for the same spot in the least and I'm unsure why so much argument about it continues. I'm not going to go into depth about the differences I'd suggest going back and playing some old games.
If anyone had read the post I linked to (Foolish I know) I stated I fully anticipated other jobs way before Time Mage.
As for people declaring stuns(stop), hastes and reflects are too OP that is kinda small minded(Almost an old Tanaka we can't give them anything mindset) Stop can be just a couple of seconds to stun enemies, Reflect could be a quick cast long cooldown spell used in tricky situations to help a tank out if an enemy is about to land a huge spell (Not all the damage has to be sent back to them just a percentage of it) As for stop alot of bosses could just be immune to it, remember back in the day when old FF bosses were randomly immune to a ton of enfeebling magic?
One way I see Time Mage being implemented would be a crowd control support job.
For instance you're in a dungeon there's a large group of enemies have the Time Mage cast Gravity on them as the tank pulls out one or two to fight without gravity on them, then he casts Haste on his party and slow and Age(Old) on the enemy (to decrease their attack speed and lower their stats over time), then some of the gravity'd enemies get closer so he binds them giving the party more time to take on the mobs. Maybe he even has a long cooldown expensive magic spell like Comet to deal some damage every other battle or so. Maybe they were fighting Bombs, and while the Bomb was casting self destruct the Time Mage used Stop to momentarily stun and prevent the blast from ravaging your party. Maybe someone had to leave and you invited someone new and had the Time Mage spawn a portal at their location to pick them up.
I mean these are all things possible and being done in other games, nothing is game breaking nothing encroaches on other jobs.
EDIT:
Oh yeah? Corsair/Musketeer is a traditional Final Fantasy job? Since when? Enlighten me. As for all the coloured mages I agree we need them all in the game, as for my post I stated I fully expected and anticipated Thief, Ninja and Samurai to be implemented first (With the lack of Thief being a grievious Final Fantasy sin in my opinion. How many main characters were Thief? A ton.)- While some people are ignoring the fact that I have stated multiple times, that if done correctly, the job may be viable and wouldn't disagree with implementing it, however taking priority over more traditional FF jobs is blasphemy. The jobs I am talking about are: Red Mage, Dark Knight, Blue Mage, Corsair/Musketeer, Thief, Ninja, Samurai.... To name a few.
Warps, and Teleports are utility, and since when has anyone cared about classes not having utility, there is practically none of what is known as traditional MMORPG utility in FFXIV or FFXI at all. Utility is generally none combat. As for float that could also be considered a utility (Slow fall) however I don't see a use for it and didn't list it since we will only be jumping over small little cliffs.- The spellset that was listed, has very little utility in it's original, FF lore form, if it is not already tied to / can be given to other jobs.
Last edited by Endigiont; 11-17-2012 at 06:17 AM.
Like i said they can get short charge quick control and speed up the pace of over all combat
fill limit gauge faster etc there is many more ways to do things.
dont limit others to that of your own abilities.
also if you looked at my class branch approach this is another option thm/tmg thm/blm
gld/pld gld/drk mar/bsm mar/war con/sch con/whm arc/rng arc/brd lnc/drg lnc/sam then bring another /thf /nin etc or maybe ronin or w/e base class for sam i dunno but come up with ideas.
not complaints only be positive.
Last edited by Aerenvel; 11-17-2012 at 06:20 AM.
All I really get out of this is "Time Mage is ok with me as long as they release the jobs I want first."
Time Mage is a traditional FF job as well, so what's the issue? Because it hasn't appear in AS MANY games as the other listed?
Also, I'm failing to see any truly concerning points in your argument.
-You say "Haste Bot". Speculation.
-You say "Unbalanced." Speculation.
-You're saying Red Mage over Time Mage when they are completely different jobs and have totally separate roles, especially when you specify a focus on Enspells, auto-attacks and weaponskills, which Time Mage wouldn't have.
-You say "Haste/Refresh/Enfeeb bot" which tells me you don't know Red Mage outside of FFXI, which is tragic.
As for you, your attempt at insults and defaming is laughable. You do not have the diplomatic power to decide whose reasoning is "hoseshit" and whose is not. While reasons can be different, opinions will never determine which of those reasons are "hoseshit" or not. Try again.
Next time, don't bother re-writing that list because you basically explained abilities everyone already knows, and wasted your time.<insert boring list that doesn't "fix" anything here>
OK re-writing that list was boring and time-consuming, but the point is there are PLENTY of reasons why if they plan for it, Time Mage or any other class/job for that matter could work easily in the framework of 2.0 which, because apparently certain individuals need to be reminded, is going to have a very, VERY different set of rules.
As for 2.0, I don't get why everyone is making the argument that we are blind rabbits and have no idea what is going on. It is pretty obvious that the battle system is getting overhauled in a functional sense (animation lock reduction, some major job reworks etc) but as a whole, it is still going to be the same game essentially. Combo system is staying but being modified, classes are being reworked, battle regimes are being reimplemented... What this has to do with changing the effectiveness of certain spells that are deemed to be either useless or OP (by my standards) is beyond me to be honest.
Just a small example is "Stop" "Immobilize" "Disable". Preventing a boss from performing any action for any duration of time has a high chance of being OP in any battle system... It also seems that everyone including yourself is putting a heavy weight on these being the main point of a "Time Mage". Look at that ability list again... You padded out 3 spells that do almost exactly the same thing. The only spells that you did mention have been given to Red Mage/Black Mage/White mage in previous FF's (not just XI, which is not where I have been basing my points off anyway). These spells are: Slow (red mage/white mage), reflect (white mage), vanish/blink (white mage), gravity (black mage/red mage), haste (red mage/BLACK mage actually).
While sure they are "time/space" based spells, implementing a whole job based around a few buff spells seems like a waste of resources. Spend that time on Dark Knight, or Blue Mage (an actual unique mage), Musketeer/Corsair... etc
As I've and others have stated Bosses can be immune to stuns and in most Final Fantasy games are immune to most if not all status ailments.Just a small example is "Stop" "Immobilize" "Disable". Preventing a boss from performing any action for any duration of time has a high chance of being OP in any battle system...
EDIT:
Crowd ControlYou padded out 3 spells that do almost exactly the same thing.
Bind - Crowd control prevent movement
Gravity - Crowd control slows movement
Stop - Crowd control stuns target
Enfeeble
Slow - Enfeeble, increases delay for attacks / abilities
Old - Enfeeble decreases stats over time
Support
Haste - Buff decreases delay for attacks / abilities
Reflect - Bounces a spell back at it's caster
Utility
Teleport - Utility brings other players to Time Mage's location
Vanish - Sneak / Invis
Damage
Comet - Nuke
Last edited by Endigiont; 11-17-2012 at 06:36 AM.
Indeed.
It's like saying "They shouldn't implement a Death spell because killing bosses with one spell will be too OP." Resistances and Immunities can be adjusted for bosses.
Even on basic spells. Say Slow is a 10% slow and Slow II is a 15% slow. Adjust Ifrit's resistances so it's 5% slow for Slow I and 8-10% for Slow II.
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