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  1. #41
    Player
    Giantbane's Avatar
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    Adol Giantbane
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    Ultros
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    Dark Knight Lv 60
    Quote Originally Posted by Kitru View Post
    It's not a question of "temporary or permanent". It's the fact that it would require *completely changing the spell*.
    I'll agree that changing all cure spells into attack spells when equipping a Job stone is a pretty big fundamental change that they may be adverse to. It creates too much of a break between the class and Job in terms of what skills do what, so there's not a natural transition from one to the other.

    A temporary effect is more subtle since it's not an all the time thing. Cure spells all have very high potency when compared to similar DD spells. Providing GEO with a 15s/3min cooldown (or something of that nature) that allowed them to cast corrupted versions of their cure spells would be a big boost to their damage for that duration. However, because the majority of the time those cure spells function as normal, then you're not really fundamentally changing the spell as a whole. It's just a temporary modification that's available to the GEO job. It's a more palatable and natural change from class -> job.

    However, they could also add some interesting effects to the cure spells as part of the GEO job. Perhaps a GEO might receive a buff to their damage or something for 20s or so after a cure spell. Setting up the normal rotation to be throwing out a cure spell (any will do) every 20s and then continuing with damage as normal. Keeps the function of the spell the same while giving it some purpose as part of the GEO rotation.
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  2. #42
    Player
    Kitru's Avatar
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    Kitru Kitera
    World
    Cactuar
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    Marauder Lv 50
    Quote Originally Posted by Giantbane View Post
    Cure spells all have very high potency when compared to similar DD spells.
    Healing potency is different than magic potency is different than attack potency. Flare is a BLM attack with 260 potency, but it hits substantially harder than a 260 potency ability from a DPS. There would be *no* chance that, if the Cure spells were turned into something else, they would have their healing potency converted into magic potency on a 1-for-1 basis. Even if it were only temporary, the burst damage would be so insane it would put BRDs *and* BLMs to shame.

    A temporary effect is more subtle since it's not an all the time thing.
    Even if it's only a temporary change, you've got to realize that the spell is still getting *completely and totally changed*. It doesn't matter if it happens permanently or temporarily, it's still turning a Cure spell into something that is nothing like a Cure spell, which is the problem. As soon as the devs start completely replacing abilities upon job changes, they've basically opened Pandora's box because now there's no real reason why they couldn't just completely change *every* job so that it's nothing like the base class (and players would *totally* start demanding this be done to their job; there are already SMNs demanding that their DoTs be turned into spells that summon a primal for a single attack). You'd end up with jobs that have almost nothing in common with their class because aspects of their class don't fit with the job (or take up space that could be used for necessary functionality, like turning GLA in a DPS job by replacing most of their CD suite with new attacks so that they don't have a single combo rotation).

    Also, if there were an ability that did such a thing, what would be the point of not just making it permanent? Temporarily allowing someone to access an entire group of spells based upon a short term buff doesn't make any real sense. A more likely scenario would be building up stacks similar to how WAR deals with Wrath but, at that point, you're dealing with a series of 5 spells that are going to largely do the same thing (Medica, Medica II, and Cure III are all AoEs; Cure and Cure II are STs); WARs have 3 Wrath exclusive abilities but they all do very different things. Since all 5 of the Cure spells do the same thing with minor differences (standard; bigger than normal; bigger than normal targeted AoE; standard PbAoE; weak PbAoE with bigger than normal HoT), it would take some significant stretching of credulity to explain how "corrupting" Cure II provides a completely different effect than Cure I without making the other redundant (Cure II could be a DoT while Cure I could be a straight damage, but, since you're not going to be spam casting them anyways, you would always use Cure II pretty much because it's going to have to be more damage to justify the delayed effect).
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  3. #43
    Player
    Giantbane's Avatar
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    Adol Giantbane
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    Ultros
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    Dark Knight Lv 60
    Quote Originally Posted by Kitru View Post
    Healing potency is different than magic potency is different than attack potency. Flare is a BLM attack with 260 potency, but it hits substantially harder than a 260 potency ability from a DPS. There would be *no* chance that, if the Cure spells were turned into something else, they would have their healing potency converted into magic potency on a 1-for-1 basis. Even if it were only temporary, the burst damage would be so insane it would put BRDs *and* BLMs to shame.
    Flare is usually cast under the effect of Fire III which makes it hit substantially harder than a "normal" 260 potency attack, i don't think that's a good example. Either way, it wouldn't have to be 1:1, it just has to be stronger so it becomes a burst effect. They've already shown with all of the healing and damage potency formulas that they're not adverse to moderately complex equations for calculating damage from stats, so they could just make it work at whatever value seems balanced.

    Even if it's only a temporary change, you've got to realize that the spell is still getting *completely and totally changed*. It doesn't matter if it happens permanently or temporarily, it's still turning a Cure spell into something that is nothing like a Cure spell, which is the problem. As soon as the devs start completely replacing abilities upon job changes, they've basically opened Pandora's box because now there's no real reason why they couldn't just completely change *every* job so that it's nothing like the base class
    So what? If the ability is used on cooldown, such that 15s out of 3min Cure spells function differently, they're still functioning exactly the same as they did for the base class some ~92% of the time. Even if you cut that down to 15s out of every min it's still a normal cure spell 75% of the time.

    Besides, what does that mean in the context of CNJ anyhow? CNJ as a DD is incredibly straight foward: chain cast spells and dots using mana with no additional resources, dependencies or buffs to consider. You can have them cast ANYTHING and it essentially functions the same since the only standard that CNJ has set forward as the base class is "cast spells". The only way you could make a GEO not function like a CNJ is if they all of a sudden turned Stone I & II into melee abilities.

    ... (and players would *totally* start demanding this be done to their job; there are already SMNs demanding that their DoTs be turned into spells that summon a primal for a single attack). You'd end up with jobs that have almost nothing in common with their class because aspects of their class don't fit with the job
    These are absolutely not the same thing. Changing a DoT into a big primal summon is indeed a massive functional and graphical change. Cure is a direct healing spell, cast on that target and heals target. Modified as a DD spell, it's just cast on target and do damage to that target. It's really very similar in its usage, just that health goes down instead of up. Is it really *that* jarring? Hell, "Cure" has been used extensively as a DD spell against undead throughout the FF series. So there's precedent for using Cure spells as DD already. Since ARR doesn't do that sort of specific vulnerability on a per monster basis, the corrupted version gives you the ability to do a cure as dd spell that both fits in with the lore (lots of stuff about corrupted elements) and systems (spells work the same on all enemies) currently in ARR.

    Also, if there were an ability that did such a thing, what would be the point of not just making it permanent? Temporarily allowing someone to access an entire group of spells based upon a short term buff doesn't make any real sense.
    Why not? CNJ as DD is extremely simple. A GEO job would need some twists to spice it up. Having to swap out to a different spell set for short duration bursts is one way to do that. It gives the other elemental spells purpose during their "normal" rotation, and gives the heal spells purpose during the corrupted rotation. Adds a little skill because you have to make sure you're not casting cures after the effect wears off or you're just going to start healing yourself instead of damaging the enemy. It's a unique effect that would separate it from other casting jobs (which is important).

    Although, really the main idea is just to give the GEO job the ability to cast the cure spells in their normal version as well as the corrupted version. This creates some continuity with the base class. If you replace them 100% of the time, then it creates a larger break with the base class conceptually.

    A more likely scenario would be building up stacks similar to how WAR deals with Wrath but, at that point, you're dealing with a series of 5 spells that are going to largely do the same thing (Medica, Medica II, and Cure III are all AoEs; Cure and Cure II are STs); WARs have 3 Wrath exclusive abilities but they all do very different things. Since all 5 of the Cure spells do the same thing with minor differences (standard; bigger than normal; bigger than normal targeted AoE; standard PbAoE; weak PbAoE with bigger than normal HoT), it would take some significant stretching of credulity to explain how "corrupting" Cure II provides a completely different effect than Cure I without making the other redundant (Cure II could be a DoT while Cure I could be a straight damage, but, since you're not going to be spam casting them anyways, you would always use Cure II pretty much because it's going to have to be more damage to justify the delayed effect).
    Personally I would just have it apply to the cure spells. Difference between I & II is just mana efficiency, which may or may not be a concern. It's not a big difference, but it's enough.
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    Last edited by Giantbane; 04-30-2014 at 07:27 AM.

  4. #44
    Player
    Kitru's Avatar
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    Kitru Kitera
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    Cactuar
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    Marauder Lv 50
    Quote Originally Posted by Giantbane View Post
    The only way you could make a GEO not function like a CNJ is if they all of a sudden turned Stone I & II into melee abilities.
    Which has been my point all along. Turning CNJ into a DPS basically requires rebuilding CNJ completely which is why it's not going to happen. For the same amount of effort, they could just design a new class entirely (and it would play better too).

    These are absolutely not the same thing. Changing a DoT into a big primal summon is indeed a massive functional and graphical change. Cure is a direct healing spell, cast on that target and heals target. Modified as a DD spell, it's just cast on target and do damage to that target. It's really very similar in its usage, just that health goes down instead of up. Is it really *that* jarring?
    Yes, it is. Attacks/debuffs are a separate category of ability from heals/buffs as are summons. Just because there are superficial similarities between the two doesn't mean that they're pretty much the same thing.

    Cure is not simply "cast on that target that heals target". It is "cast on an ally and heal that ally", just like Fire is "cast on that enemy and target that enemy". All abilities in ARR have specific targets

    Hell, "Cure" has been used extensively as a DD spell against undead throughout the FF series. So there's precedent for using Cure spells as DD already.
    You could also target your own allies with offensive spells and use abilities that targeted both your allies and your enemies. Furthermore, Cure spells were a separate "element" which is why they damaged undead creatures. They were basically an element that everyone had as "absorb" by default and that certain enemies didn't have any resistance to at all.

    Why not? CNJ as DD is extremely simple. A GEO job would need some twists to spice it up.
    Nowhere was I suggesting that a CNJ DPS job be left as CNJ currently is. I was saying that the specific mechanic you're suggesting is basically pointless because you're just limiting half of your abilities such that they can only be used for short times during the use of a specific CD that you can predict the use of and will, effectively, turn into the only attacks you use for the duration since it *isn't* an interesting gameplay twist. It's an arbitrary separation of two completely different but still painfully simple attack strings. It would be somewhat interesting if said ability converted the attacks you already use into completely new abilities (e.g. turning Stone and Stone II into Water and Water II), but a short term buff that allows you to use other attacks at your disposal doesn't really add up to an interesting playstyle.

    If you're going to give a job the ability to completely convert useless attacks into useful ones, it should be a passive aspect of that class. The only reason to have temporary conversion of abilities into new ones is if you're doing it to existing useful attacks with the intent of changing their use.

    Personally I would just have it apply to the cure spells. Difference between I & II is just mana efficiency, which may or may not be a concern.
    If it applied to Cure, Cure II, and Cure III, you'd basically be turning Cure into a redundant spell. You'd use Cure III for AoE and Cure II for ST. DPS are designed to be resource neutral by design (the resource management subgame is intended to not be a major aspect of their playstyle, which is why attacks are never really measured on their cost efficiency but rather their temporal efficiency; cost efficiency is only really a factor when the temporal efficiency of the abilities is so close that it can't be a deciding factor) so the fact that Cure costs less than Cure II basically means nothing.

    I say this also because you would never be able to turn CNJ into a DPS job without fixing their resource consumption. Shroud just wouldn't cut it.
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  5. #45
    Player
    Giantbane's Avatar
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    Adol Giantbane
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    Ultros
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    Dark Knight Lv 60
    Quote Originally Posted by Kitru View Post
    Which has been my point all along. Turning CNJ into a DPS basically requires rebuilding CNJ completely which is why it's not going to happen. For the same amount of effort, they could just design a new class entirely (and it would play better too).
    Solo content as a healer or tank is kind of slow. It's nice to have the option to play as a DD subjob when leveling or running around solo (unless you're doing something job specific so you have to play the healer or tank). This is especially true for CNJ because their resource management sucks when trying to kill things. So of all the classes that could really use another job, even just for QoL purposes, it's CNJ. Hopefully one that would give them much better resource management in exchange for an increased ability to kill.

    And CNJ doesn't need *that* much. Look at BLM. You basically just spam a few abilities for the most part along with the waxing/waning of mana (frost/fire) and a couple procs you have to worry about. It's still a fun class (to me) even though it's pretty simple.

    And I'm not suggesting that this would be the ONLY aspect that separates GEO from CNJ. It's simply a method of making the cure spells useful to the GEO class in a way that allows for some continuity between the base class and the Job. There would need to be more to GEOs elemental rotation to make it interesting. There are a lot of suggestions in this thread to that effect.

    Yes, it is. Attacks/debuffs are a separate category of ability from heals/buffs as are summons. Just because there are superficial similarities between the two doesn't mean that they're pretty much the same thing.

    Cure is not simply "cast on that target that heals target". It is "cast on an ally and heal that ally", just like Fire is "cast on that enemy and target that enemy". All abilities in ARR have specific targets
    No, the reason dot -> primal is a pretty jarring transition is because it's so different on a lore level. Going from casting a disease to summoning some entirely unrelated primal to maybe or maybe not apply that effect (or do something else entirely) is a pretty big conceptual break.

    Changing a heal spell to a corrupted version makes a whole lot of sense in concept and lore, which makes the transition from one to the other also make a whole lot more sense.

    The rest of it I don't think is a big concern. If the idea were implemented as stated, I think it would still *feel* like you're playing a job based on CNJ. Which is the primary concern about making this sort of change, right?

    You could also target your own allies with offensive spells and use abilities that targeted both your allies and your enemies. Furthermore, Cure spells were a separate "element" which is why they damaged undead creatures. They were basically an element that everyone had as "absorb" by default and that certain enemies didn't have any resistance to at all.
    And BRD played a harp and didn't really have the ability to do much other than sing songs.

    I'm merely establishing that heal spells already have a lot of precedent to do double duty as heals and damage in certain situations. And, as you've mentioned, there's some precedent for using the same spell to cast on your allies or enemies. This takes that concept and adapts it to ARR.

    Nowhere was I suggesting that a CNJ DPS job be left as CNJ currently is. I was saying that the specific mechanic you're suggesting is basically pointless because you're just limiting half of your abilities such that they can only be used for short times during the use of a specific CD that you can predict the use of and will, effectively, turn into the only attacks you use for the duration since it *isn't* an interesting gameplay twist. It's an arbitrary separation of two completely different but still painfully simple attack strings. It would be somewhat interesting if said ability converted the attacks you already use into completely new abilities (e.g. turning Stone and Stone II into Water and Water II), but a short term buff that allows you to use other attacks at your disposal doesn't really add up to an interesting playstyle.
    Interesting compared to most other classes temporary damage buffs? yes.

    Raging Strikes/Berserk/Fight or Flight/etc:
    --Hit button to do more damage for X seconds, then go back to doing your normal rotation. Maybe there's a detrimental effect you have to worry about (take more damage, pacification, etc).

    vs.

    Corrupted state
    --Hit button to do more damage for X seconds, but you have to cast different spells to get the benefit.

    It's not an AMAZING skill idea, it's just a small twist on the temporary damage buff concept.

    If you're going to give a job the ability to completely convert useless attacks into useful ones, it should be a passive aspect of that class. The only reason to have temporary conversion of abilities into new ones is if you're doing it to existing useful attacks with the intent of changing their use.
    Healing abilities are still useful to a DPS job even if they're relatively weak. I've been in instances where I was tanking a boss, the healer dies and the SMN or BLM is able to spam physick on me to keep me alive well enough for the rest of us to finish a boss.

    This suggestion keeps the ability of the base spells to be used in a support role, but allows some of them to perform double duty so that the GEO is getting more out of the base CNJ class aside from stone and aero to support its primary function of DPS.

    If it applied to Cure, Cure II, and Cure III, you'd basically be turning Cure into a redundant spell. You'd use Cure III for AoE and Cure II for ST. DPS are designed to be resource neutral by design (the resource management subgame is intended to not be a major aspect of their playstyle, which is why attacks are never really measured on their cost efficiency but rather their temporal efficiency; cost efficiency is only really a factor when the temporal efficiency of the abilities is so close that it can't be a deciding factor) so the fact that Cure costs less than Cure II basically means nothing.
    Not necessarily. A SMN has to worry about their mana pool in long fights. They may need to limit their use of Ruin II or start using drain instead of fester in these cases. Depending on how GEO was set up to handle mana management, they could still find themselves in situations where they can also get into mana troubles if they're not careful about how they cast. Or they may need to conserve a little in particularly long fights. At which point they need to swap to Cure instead of Cure II for their corrupted state.

    Provides enough justification to leave Cure in as is in my opinion.

    They could also increase the mana costs of those spells under the Corruption effect to a point where Cure II prohibitively expensive to be spammed outside of freecure procs.

    I say this also because you would never be able to turn CNJ into a DPS job without fixing their resource consumption. Shroud just wouldn't cut it.
    A CNJ DPS job would obviously need a better way to manage their resource consumption. Some ideas have already been suggested in this thread.
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    Last edited by Giantbane; 04-30-2014 at 12:16 PM.

  6. #46
    Player
    KaelinAstraea's Avatar
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    Kaelin Starkyn
    World
    Hyperion
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    Goldsmith Lv 60
    I remember them saying at one point that all classes would eventually have two jobs like Arcanist.

    So I guess all those classes that everyone says can't get a second job, will eventually anyway. We'll just have to see how they implem ent it and what it changes if anything.
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  7. #47
    Player
    Dhex's Avatar
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    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Putting on your Geomancer crystal reduces Cure I/II/III & Medica I/II potency by 80%.

    Tornado
    - Deals Wind damage with a potency of 80. No cast time. Costs TP.
    Additional Effect: 20% chance it will double potency & duration of the next Aero or Aero II will have no cast time, and cost no MP.

    Flood
    - Deals Water damage with a potency of 200. Costs TP & MP.
    - Additional effect: 10% Chance Flood will proc. Dropsy - Water damage over time with a potency of 30 for 10s.

    Geo Flux
    - Each Stone I/II grants I Nature's Boon, stacks up to III.
    - Cure I/II/III grant Earth Ward effect (Reduces Damage taken by 5% for 5s)
    - Medica I/II grant Wind Ward effect (Increases Movement speed by 15% for 5s)

    Quake (AOE)
    - Consumes Nature's Boon; each stack boosts potency but increases TP & MP cost. Consumes TP & MP
    I - 180 potency TP MP x1
    II - 210 potency TP MP x2
    III - 240 potency TP MP x3


    Elemental Attunement - Designated area is attuning aetheric energies returning MP & TP for 25s to all targets.


    Come on Kitru~ be more creative <3

    Hybrid classes are fun remember?

    This reduces CNJ's natural healing and instead makes it provide small buff contributions & could fill the "Support DPS" slot the same as BRD does. It would still have a Healing LB so as to not make it more desirable than SMN/BLM. You can reduce the potency and duration(s) on skills/spells until you find the right balance point.
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    Last edited by Dhex; 05-09-2014 at 06:08 AM.

  8. #48
    Player
    Exstal's Avatar
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    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Don't forget to change

    Freecure

    and

    Overcure

    Those would both be more or less worthless to Geomancer
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  9. #49
    Player
    Giantbane's Avatar
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    Adol Giantbane
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    Ultros
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    Dark Knight Lv 60
    Quote Originally Posted by Dhex View Post
    Use TP & MP to reduce the strain on either
    very clever, i like it

    however, your version only applies to new abilities at lvl 30+. A GEO would need to be able to function as a DPS job when they're sync'd to low level content. So whatever mechanic that is used for the GEO to deal with the CNJ mana problem, it would need to be active when a GEO is sync'd to lvl 10-15.

    Quote Originally Posted by Dhex View Post
    Putting on your Geomancer crystal reduces Cure I/II/III & Medica I/II potency by 80%.
    I don't think you even need to do that really. Most high level caster gear that has MND is also healer specific. As long as GEO wasn't allowed to wear any of it, I think the heals just phase themselves out.
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    Last edited by Giantbane; 05-09-2014 at 06:30 PM.

  10. #50
    Player
    Dhex's Avatar
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    Jadus Salaheem
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    Ultros
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    Marauder Lv 90
    Quote Originally Posted by Giantbane View Post
    I don't think you even need to do that really. Most high level caster gear that has MND is also healer specific. As long as GEO wasn't allowed to wear any of it, I think the heals just phase themselves out.
    I made it a straight percentage so that it can't be overcome by creative stat allotment/melding/power creep. If you just nerfed their initial MND or their itemization people would find a way around it and overcome that deficiency in attempts to break the class - but you can never overcome a raw scaling percentage.



    I hope they do a Hybrid DPS from CNJ someday.
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