Divine spells are iconic to WHM. Once again, the CNJ and THM lore is already butchered because of the changes in early 1.0. I don't see "stripping CNJ of their elemental affinity" when there is little to no affinity in the version we know. Removing them from the skillset would help create one. Simplifying the elementals to one class would help improve the ability to take advantage of affinity and actually make it a game mechanic.
That is actually wrong.Also, Water Wind and Earth have NEVER been iconic elements of a BLM until FFX. Heck, until FFXI, because Stone and Aero-tiers weren't even present in FFX. The real iconic elements have always been fire, ice and lightning. Rather, by sticking to the three elements, they have made BLM the 'iconic' BLM. I find it funny that FFXI becomes the first game to have all six elemental tiers on one job, and suddenly it's the 'iconic' black mage setup.
Quake was a BLM spell in the following FF's:
-FF1
-FF3
-FF4
-FF6
-FF11
(I didn't mention 7&8 due to their spell systems, however see the trend?)
That is just an example, I won't bother looking up the rest.
Once again I will state that I never said it would totally "fix" the issue, it would just improve its current effectiveness. I never denied that the spells themselves need to be reworked / tweaked in order to allow the community to actually use elemental affinity, however splitting the spells on seperate classes means to truly take advantage of affinity you would have to pick between the "inconic" elemental caster vs. the elemental/healer hybrid. I don't deny that WHM can do some damage, but pigeon holing the job advertised as the "mage damage dealer" into only 50% of the elements isn't exactly favourable to elemental affinity.Spell affinity wasn't negligible mainly due to splitting up the elements. It was because we lost a huge array of debuffs and DoTs, so if they wanted to stick it onto spells, they had to compromise something, which was damage. What you should be fixing is rather removing that debuff effect and instead increasing the power of each spell so they are relatively comparable. Even if you have all six elements on one job, if 5 of those elements were instead linked to a debuff and lowered damage output, well...not exactly a fix, is there? Nobody was using weaknesses because of the DEBUFFS rather than the fact that there were not enough elements. Garuda is inherently weak to ice - why was everyone spamming Thunder on her, even though the wheel of creation states that Garuda is strong towards lightning element? Because Ice lost its damage for debuffs while Thunder is the all omni-potent damage dealing.
CNJ is always going to have the "healer" tag associated with it, despite its ability to deal damage. This basically means that the elements associated with this class are inevitably going to be gimped, as you can't have 2 equally powerful damage spellcasters, but 1 of which can also heal.. Thus it reduces the chance of elemental affinity being viable.
No, I am trying to improve the mechanic of a boring job, by slightly modifying another with a few name changes and animations . . At the moment, I only play BLM when I absolutely *have* to. I am sure a lot of people are in that boat, because it is currently (as we know) a fairly simplistic/boring job. I don't care if it is "my ideal and perfect BLM", I just care for playing a job that is both fun and engaging. Currently it is not.You're trying to get a currently balanced discipline (Conjurer/White Mage) to change in order to fix a broken discipline (Thaumaturge/Black Mage). Rather, you should be focusing on fixing what is broken in that particular discipline rather then say "fuck the lore, just change it and let me have my perfect BLM because XI did it" which is all I'm hearing from what you say.
Also, you sound tense. I think you need a massage.
Wow you are blowing everything out of proportion here. Previously CNJ's had access to "destructive" spells, if I may kindly remind you. In fact they were effectively the more ideal BLM in some regards in my opinion (as they had all of the elements). So in actual fact the "lore" that you keep falling back to needs to be repaired as it is. No, gridania's lore does not have to change. Nor does any other classes' lore, aside from an already broken CNJ and THM lore. You keep falling back to this all important epic storyline that only 1/4 of the community probably actually read / followed instead of enter spam. I can have a guess that some of your beloved "lore" will be modified on some level in order to fit into the direction of the game.Since you say screw the lore in this game, why can't they change the lore from the 'classic' FF lore as you so like so CNJ/WHM is more affiliated with nature rather than the divine? There is no divine interactions in a region focused on natural progression such as Gridania - having Conjurer change it's lore to divine is out of the question as you would have to change Gridania's lore, and by extension, Archer's lore and Lancer's lore and Botanist's lore and storyline lore....pretty much rewriting the whole thing. It's not so simple as you think becuase CONJURER IS NOT INDEPENDENT. The fact that the continent blew up doesn't change anything. Rather, it would make conjurers focus more on healing the forest and become more INGRAINED with those elementals. I don't think people of Gridania will go "Oh, our forest is burning, let me pray and hope it all stops."
You sound really angry. Elemental spells have predominantly been black magic, not white. See my example above.This is all a problem with BLM, so stop trying to change WHM to suit your wants of a BLM. We don't require all elements on one job, we don't require the exchange of powers for others for a discipline which works perfectly fine. If you want your 'iconic' BLM, go back to FFXI which is rather the non-iconic version of BLM. We have the BLM from FFI here using the three main ethereal elements - I wonder why there were no complaints about those back in the day?
Yep I am trying to break the game and make it absolutely unbearable for you to play a class that is sub-optimal for practically any content worth talking about. I am in this to destroy your gaming experience by changing a couple of spell names and enhancing elemental affinity across the board of the game... I am evil and I am out to get you...Changing lore isn't going to work. You'll have to mess up all the lore for the other disciplines, cities and regional lore because of one 'small' change, which it isn't. Yes, I am butthurt, but not about WHM - I am butthurt about losing my elemental spells for Conjurer. Once you see that you're also messing up CNJ with what you say, and trying to mess up every other bit of the game as well, perhaps you can see that the solution you're looking for to fix BLM is not to f*** up WHM and CNJ.
Once again, it isn't about BLM only, it would improve elemental affinity across the board. Play BLM if you like nuking so much.Fix BLM as a BLM. Not as a WHM to fix BLM. Because right now, BLM is the one that has to be changed, not with WHM to sacrifice itself to build YOUR ideal BLM.
I don't recall playing any FF's where WHM could cast "nature" nukes.. I am sure there is one or 2 somewhere in the series, however to say that BLM has only been limited to fire/blizzard/thunder aside from X&XI is horse poo. Again: see example above.Ironic thing is that in terms of iconic builds, FFXI and FFXIV are opposites for WHM and BLM. BLM was the all-ruler of elements in FFXI which the iconic BLM was not (only fire ice and thunder, and powerful non-elemental spells). WHM was the all divine iconic healer/priest in FFXI while WHM is more of a nature's prophet in FFXIV. Lets see how an iconic BLM and a different WHM works in ARR first, why don't we?
Ok so swapping spells is going to affect other current jobs aside from WHM and BLM how? Sure THM&CNJ (as their classes) however I can't recall ever using Aero on Paladin or BRD . . .Last thing - people seem to be neglecting to link THM with BLM and CNJ with WHM when it comes to ability change proposals. Bear that in mind and think about ALL sides of the lore, functions, cross-class skill management, role and usefulness when proposing ideas.
Once again this thread isn't totally proposing this to be changed because realistically - it won't happen. The game is too far along to fix elemental affinity to something usable in the state that it is in. The thread was more of a discussion, to gather ideas or speculate what and how it [i]could[i] be improved.
If 1 class had all the elements, the elemental affinity would be a more viable mechanic, along with some slight spell adjustments, without overhauling a functional job, to make a boring job more fun and exciting.