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  1. #111
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Biggs View Post
    I have given this a decent amount of thought though. Instead of being forced to buy/make stacks of potions, just buy or make one item that goes in the throw slot and is infinite like they are doing now with arrows. You can still tie the creation of said item to alchemy and the gathering of those items to botany. You could even make the item itself bestow additional effects based on what type it is.
    I could live with this, though I guess someone should make a chemist design thread to discuss it in detail. I would have the item in the ammo slot act as a stat stick to increase the effect of your "potions".

    Quote Originally Posted by Niqote View Post
    However Curaga did work like a ''Chain Heal'' (excuse me as I have not played WoW)
    FFXIV's Curaga prioritizes amount healed by lowest HP with a maximum to each person that is half the Curaga's overall maximum potency. IE. Your max Curaga is 3000, your tank is missing 1800 HP - then he will get 1500 hp but the guy next to him only missing 400 hp will not get 1500 HP if there are other targets (max of 8)
    The target limit on Chain Heal is actually pretty notable in a 10/25-man raid. The balance at least when compared to WoW's WHM equivalent (priests) was that priest's AoE heal was heavier on the mana cost and I believe Chain Heal hits could individually crit on each target hit. The fact the spell could prioritize targets based on amount of HP also meant it would hit whoever needed it most, which is a pretty big gain in encounters where you're already keeping an eye on debuffs, mechanics, movement and environmental hazards.

    And passive abilities 'potion potency +10%' or on gear etc etc... just doesn't seem fun.
    Considering XIV's cures scale with MND for WHM, I don't see why "potions" for CHM wouldn't scale with a base stat that makes sense for them.

    Quote Originally Posted by Soonkyu View Post
    The Chemist class would not use regular potions in their gear slots. Just like Archer/Bard, no consumable stacks for their necessary skills. That would be a giant step backwards from what they tried to do with arrows. It would likely be in the form of a ranged or offhand item. That's just my opinion on supposed items for a proposed class. They'd have swaps for whatever potion effect they might need.
    I was thinking more along the lines of them having a single-target heal called "Alchemist's Potion" (animation would be the chemist pulling out a potion and throwing it at the target ally, the flask shattering and then a swirly heal effect), a ground/zone target heal called "Homebrewed Hi-Potion" (again, the CHM pulling out a flask, throwing it at the area selected by the player, and the ground showing colored vapor for the duration of the effect), a status removal ability called "Remedy Dart" (CHM loads a flask into their pistol/rifle, shooting it at the target player then swirly heal effect).
    (1)
    Last edited by Duelle; 02-08-2013 at 06:41 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #112
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    I would make the chemist mechanic far different than the WHM to make it fun and different.

    My idea is I would make it the chemist "brew potions" on the fly in combat. Not like a crafting, but they create potions out of pure aether and only able to hold so many, like 5. So the chemist "casts" potions that builds stacks for use/throw them on people for effects. This makes the chemist a healer/caster that has great burst healing with quick reactions, but has to rebuild his supply after each casting. This also would explain why chemist don't carry or buy potions, they make them on the spot. I would also give the potion have decay, saying they are unstable and disintegrate back into aether if not used. The chemist would also have to manage what potions he/she wants to have ready. With a limit of like 5, you have to think like"Do I want three single heals, one AoE heal, and a heal or two singles, two AoE, and a raise?"

    Just an idea I'm throwing out there.
    (5)
    Forum Lurker Extraordinaire.
    Like a good stalker, I'm always there.

  3. #113
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Klive View Post
    I would make the chemist mechanic far different than the WHM to make it fun and different.

    My idea is I would make it the chemist "brew potions" on the fly in combat. Not like a crafting, but they create potions out of pure aether and only able to hold so many, like 5. So the chemist "casts" potions that builds stacks for use/throw them on people for effects. This makes the chemist a healer/caster that has great burst healing with quick reactions, but has to rebuild his supply after each casting. This also would explain why chemist don't carry or buy potions, they make them on the spot. I would also give the potion have decay, saying they are unstable and disintegrate back into aether if not used. The chemist would also have to manage what potions he/she wants to have ready. With a limit of like 5, you have to think like"Do I want three single heals, one AoE heal, and a heal or two singles, two AoE, and a raise?"

    Just an idea I'm throwing out there.
    That's not too bad of an idea, the maximum amount of potion charges could go up with your level (2 at level 1 and 6 or 7 at 50), and have 1 charge refill every 15 seconds or so. Just the same they could also make remedies to cure status Ailments or venomous concoctions to poision enemies, but all of it would be solely reliant on the number of potion charges available.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  4. #114
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Klive View Post
    My idea is I would make it the chemist "brew potions" on the fly in combat.
    This I had in mind as well. Though rather than preemptively "brew" the potions I would have them have a "brew" animation until the cast bar is full, then throw/shoot the result at their target party member or ground location.

    And now, for fun (no picture because I'm at work):

    Chemist

    Armed with scientific knowledge and a quick mind, chemists rely on their own discoveries to heal the ailments of their allies over intangible forces like magic. Using modified pistols loaded with quick-acting salve pellets, a chemist can easily triage a serious wound while preparing a bigger concoction to fully heal their fellows.

    While chemists prefer to enter the field as battle medics, they are also familiar with the use of science as a weapon, and as such have a couple of tricks stored in their alchemy pouches should the enemy get too close, and their pistols can easily be turned to their enemies should the need arise.


    --------------------

    Just so that we don't get derailed into a pure Chemist discussion, I am also a fan of transfusion heals and would definitely want that style to be part of the Oracle/Mystic job. Granted, justifying their ability to heal would have to play more into their concept as ying/yang manipulators over the ton of debuffs they had in FF Tactics. Taking from one and giving to the other to establish/preserve balance (now whether the party winning and the enemy dying is real balance or not remains to be seen). Of course, the hard part is finding things for the Oracle/Mystic to damage without having it really trump the other healers.

    The inspiration and sole user of this style of healing (CoH's Kinetic Defender) would lower an enemy's energy/TP/endurance/stamina regeneration, the amount lowered would then have a multiplier applied to it (based on the defender's own stats) that would then determine the amount of HP healed by those close to the target. So the Kinetic's abilities would heal the party while slightly hindering the enemy.
    (0)
    Last edited by Duelle; 02-09-2013 at 10:00 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #115
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    IMO there should be at least 2 power healers in FFXIV with the introduction of new classes. I’m fine with one at the launch of ARR, but there needs to be at least a decent support healer.

    Healing competition is not a bad thing, different events require different setups. Sometimes a whm would be a wasted spot where a support healer would be adequate for any of the needs of the party. So what if a new healer comes and takes the #1 spot for the majority of the content? If you like to heal level that class, enjoy yourself and continue playing your favorite role with 2 classes.

    Personally I would like to see a damage mitigation specialist. Their sole role is to reduce the mobs damage, increase the defense of the party and provide light healing. A class such as this could fill in as a solo healer in a party taking on things up to a medium difficulty. Providing support in a different way than the whm could open doors to unconventional party setups to relieve the staple whm from always being needed.
    (1)

  6. #116
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,069
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Romper View Post
    Personally I would like to see a damage mitigation specialist. Their sole role is to reduce the mobs damage, increase the defense of the party and provide light healing. A class such as this could fill in as a solo healer in a party taking on things up to a medium difficulty. Providing support in a different way than the whm could open doors to unconventional party setups to relieve the staple whm from always being needed.
    That my dear would be a Green Mage ^_^ - Which I would definitely look into making a main of mine.

    The big thing is that... it takes a long time and a lot of effort to gear yourself properly. Not everyone can play 5 hours a day to grind for mats, run dungeons etc etc etc ... Everyone had a 'Main' or two they like to focus on because you need to pay your bills, see your family, blah blah IRL stuff...well some don't but that is the gift of the individual.

    I know some DDs who only want to play as a BLM, and they perform/parse high enough to earn that privilege. Forcing people to play the same job on multiple roles 'raises player stress' as it has been put... so my main point is even if there is another healer class, they must be balanced enough to not overthrow the WHMs healing crown BUT diverse enough to have their own identity and uses; in fact that goes for all classes and jobs (of which they have done a good job with so far..with exception of Ifrit extreme).

    In theory that seems simple enough, but in practice? ~Gambatte development team XD
    (1)
    Last edited by Niqote; 02-09-2013 at 01:07 PM.

  7. #117
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    A whm that doesn't afk mid battle and not tell anyone or constantly d/c would be nice. You know who you are!
    When you introduce a class/job who's sole responsibility is not just healing then what is the point, people won't be healing as well as a whm and will be busy nuking or debuffing when the tank is dying and the party wipes just as in every MMO ever :P
    Another healer that isn't whm would mean 1 less DD. Those debuffs must be helluva powerful sonny! Problem is debuffs are always worthwhile but raw damage is better just as in every MMO ever.
    (0)

  8. #118
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    Quote Originally Posted by Niqote View Post
    That my dear would be a Green Mage ^_^ - Which I would definitely look into making a main of mine.
    That’s my Fav color!

    Quote Originally Posted by Niqote View Post
    I know some DDs who only want to play as a BLM, and they perform/parse high enough to earn that privilege. Forcing people to play the same job on multiple roles 'raises player stress' as it has been put... so my main point is even if there is another healer class, they must be balanced enough to not overthrow the WHMs healing crown BUT diverse enough to have their own identity and uses; in fact that goes for all classes and jobs (of which they have done a good job with so far..with exception of Ifrit extreme) .
    I do understand leveling and gearing jobs takes time and effort, and that can be difficult for some but it’s not like everyone needs to go into ARR at cap fully geared in a week. For someone that wants to play a support role such as healer/OMFG-Green Mage I would think that this might be a goal they would shoot for.

    I could never understand gamers who would forcefully put themselves under stress in an MMO. Then again I enjoy playing every class, although I’m probably not the best on all of them. For the most part I do have my classes I obsess over and would prefer to play 24/7 (BLM), but unfortunately my LS does not always allow that.

    Oh! something I did get to try on Iffy X was the BLM role, although we did not win with the setup
    I had to play BRD for my weapons, it sucked, and I was embarrassingly terribad on BRD.
    I did watch some random JP video on youtube using a blm as DPS for Iffy X and getting the win. It was a working strategy but must have gotten lost in translation. As I heard of no NA LS’s using that method.
    (0)

  9. #119
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    Quote Originally Posted by Thebard View Post
    When you introduce a class/job who's sole responsibility is not just healing then what is the point, people won't be healing as well as a whm and will be busy nuking or debuffing when the tank is dying and the party wipes just as in every MMO ever :P
    Another healer that isn't whm would mean 1 less DD. Those debuffs must be helluva powerful sonny! Problem is debuffs are always worthwhile but raw damage is better just as in every MMO ever.
    Well you better hope you get the good ones. There are a lot of people like myself who have everything capped going into ARR, just itching to level up what you refer to in so many words as a bad healer. In this respect i do hope they add a secondary healer because it will be difficult for new players to level multiple classes when there is only 1 class designed to party heal.
    (0)

  10. #120
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    Quote Originally Posted by Romper View Post
    That’s my Fav color!



    I do understand leveling and gearing jobs takes time and effort, and that can be difficult for some but it’s not like everyone needs to go into ARR at cap fully geared in a week. For someone that wants to play a support role such as healer/OMFG-Green Mage I would think that this might be a goal they would shoot for.

    I could never understand gamers who would forcefully put themselves under stress in an MMO. Then again I enjoy playing every class, although I’m probably not the best on all of them. For the most part I do have my classes I obsess over and would prefer to play 24/7 (BLM), but unfortunately my LS does not always allow that.

    Oh! something I did get to try on Iffy X was the BLM role, although we did not win with the setup
    I had to play BRD for my weapons, it sucked, and I was embarrassingly terribad on BRD.
    I did watch some random JP video on youtube using a blm as DPS for Iffy X and getting the win. It was a working strategy but must have gotten lost in translation. As I heard of no NA LS’s using that method.
    Sounds like a case of linkshell of assholes to me. They made you play a job you were bad at and didn't want to play...
    Here is what you do, be the leader, in party, in ls, in company. Otherwise you are just someone elses bitch suffering for their MMO pleasure and their shiny virtual items. Happens all the time, only the leader and their closest bumchums get anywhere, everyone else gets shafted.
    (0)

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