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  1. #11
    Player
    Mychael's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    917
    Character
    Justin Beiber
    World
    Ridill
    Main Class
    Archer Lv 1
    Quote Originally Posted by Altena View Post
    That is actually wrong.
    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?)
    FF1: Quake attempts to instantly kill an enemy by swallowing them into the ground.
    It is not an earth elemental spell.

    FF3: Quake is a Level 7 Black Magic spell that causes major Earth-elemental damage. Only the Jobs Black Mage, Magus, Sage, and Onion Knight can use this spell. It can be bought in Doga's Village and in the Invincible.
    It is not exclusive to BLM, though it is black magic in FF3.

    FF4: In this version it is a non-elemental spell that damages all non-flying enemies and ignores Reflect.
    Non-elemental

    FF6,FF7, FF8--Quake is an earth elemental spell, but is not really attributed to a "class."

    FF11: The only game where Black Mage exclusively receives Quake as an earth elemental spell.

    FF13: Is not a spell, but a technique (that does deal earth elemental damage) learned by pretty much every character, in different roles of the crystarium.

    FF Tactics: Quake is Planar Magic.

    Crystal Chronicles RoF: Quake = piling Fire, Thunder, Cure, and Clear. It inflicts stun on the enemy

    Crystal Chronicles EoT: A pillar of rock erupts from beneath the enemy, sending it flying into the air and inflicting a stun effect after landing.

    See the trend?

    Googling and reading FF wiki might not be the best way to argue.

    Quote Originally Posted by Altena View Post
    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.
    If one class had all elements, then either that class would be grossly overpowered (having an advantage against almost any mob) or the bonus from using the "correct" element would have to be so minimal that it barely existed (as you would ALWAYS be using the mob's weakness).

    Quote Originally Posted by Altena View Post
    CNJ is always going to have the "healer" tag associated with it, despite its ability to deal damage.
    This is an issue in and of itself. There will almost definitely be a DD job that comes out of conjurer at some point. The game isn't even launched yet. The job system is barely developed.

    Quote Originally Posted by altena View Post
    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.
    I don't follow. CNJ is a decent attacker and decent healer. WHM is a great healer and decent attacker. In both cases, DDing takes away from ability to cure, and vice-versa--you can't deal decent damage WHILE keeping a party alive in difficult content. THM is a great attacker. Both are unique, and neither is making the other useless.

    Quote Originally Posted by Altena View Post
    Divine spells are iconic to WHM.
    Divine spells are iconic to WHM, but one could argue the same for earth, air, and water spells

    Quote Originally Posted by Altena View Post
    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
    The THM lore that we know from 1.0 is butchered; I wasn't in alpha, but I believe that will change for 2.0. I'll try to find the dev post I'm thinking of.

    CNJ lore, however, never was truly butchered. Though I argued that it was at one point, the fact is we retained control of the three elements that really appeared in the Shroud (and if you're at all familiar with the lore, you'll understand why those would be the three that matter).

    Quote Originally Posted by Altena View Post
    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.
    Out of context, the bulk of this segment could describe ANY job. I think you vastly overestimate how "fun" it would be to have to stalk out the wiki page of EVERY mob you encounter to determine its weakness so you could optimize your damage.

    Quote Originally Posted by Altena View Post
    Also, you sound tense. I think you need a massage.
    No one else took you up on this offer, but... how much do you charge for a half hour? ;D
    (4)
    Last edited by Mychael; 02-10-2013 at 03:04 PM.