Page 16 of 18 FirstFirst ... 6 14 15 16 17 18 LastLast
Results 151 to 160 of 178
  1. #151
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    Quote Originally Posted by SydeBeheln View Post
    I see where your coming from. I think BLU was done very well in terms of fighter mage. RDM in ffxi was more likely pushed to being a healer because of it's significant refresh abilities and it's a bit more lasting than whm in terms of MP. However, I can't really see the community not using RDM as a main healer if the situation calls for it, or nuker for that matter either. I would love RDM to finnaly be seen as a front-line fighter mage, with support healing and support nuke.
    So if it does not excel in any specific role (support DD, support healer, support nuker), why should we need one in challenging situations where roles are clearly defined?

    I think XI's RDM was a good jack-of-all-trade for an average party and for soloing, but they needed to find an additional niche that made it shine compared to other jobs so it was desirable in specific situations.
    (1)

  2. #152
    Player
    Rubicon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    439
    Character
    Rubicon Vale
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Oh God, don't start bringing the RDM forums from XI over here. Its the worst bunch of whiners imaginable.
    (2)

  3. #153
    Player

    Join Date
    Jun 2011
    Posts
    1
    As it stands now anyone playing a DoM is a RDM, so if SE implements RDM as a job it is going to have to give it a specific role or gimmick. If BLM is going to be a range nuker/debuff and WHM is going to be a range healer/buff, having RDM with mix of both probably wouldn't work out too well.

    Since we want a melee RDM so bad, they could make RDM a melee attacker/debuff by giving them aoe saber/en-element spells that can applied to all melee attackers. These spells could give each attack a slight elemental bonus, absorb hp/mp, or have a chance to enfeeble, etc. Each individual attack isn't as strong as a cure spell or nuke, but cast on enough people the numbers could add up. In terms of party dynamics the RDM would not be as good as a regular attacker in terms of dps, but they bring to the table some decent buff/debuffs that could play nicely with BLM and WHM spells.
    (0)
    Last edited by AlwaysNu; 06-30-2011 at 03:32 AM.

  4. #154
    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 AlwaysNu View Post
    Since we want a melee RDM so bad, they could make RDM a melee attacker/debuff by giving them aoe saber/en-element spells that can applied to all melee attackers. These spells could give each attack a slight elemental bonus, absorb hp/mp, or have a chance to enfeeble, etc. Each individual attack isn't as strong as a cure spell or nuke, but cast on enough people the numbers could add up. In terms of party dynamics the RDM would not be as good as a regular attacker in terms of dps, but they bring to the table some decent buff/debuffs that could play nicely with BLM and WHM spells.
    Gotta be careful when balancing those numbers. Experience has taught me the numbers have to still be decent and not significantly behind the other front-liners, because if people figure out ways to getting that same damage without the RDM in the party, you're kind of boned and back at square 1.
    (1)
    Last edited by Duelle; 06-30-2011 at 03:55 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. #155
    Player
    Cyan's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    144
    Character
    Cyan Genesis
    World
    Masamune
    Main Class
    Marauder Lv 50
    <.< >.>
    /sidesteprdmdebate

    Well, that is disappointing on the jobs, but brings me to an interesting idea!
    It did say post 1.20, which brings to mind a few ideas.

    Now, we haven't had any lore or really any mention of jobs yet(..obviously), which means in theory, if they were to give us a new city, that it might make the lore easier to create..Sorta. I'll use the GLA > PLD example.

    Lets say..Ishgard comes in, and from the looks of it, it seems as if it could be the big militaryish type city that the grand companies could coordinate and fight off the empire from.(Think Jeunoish) Now, why couldn't a Gladiator persay, make the trip to Ishgard, find some holy enlightenment/decide he wants to join Ishgard's ranks, and be given the title Paladin?

    It could work, and it wouldn't neccessarily destroy the story we have for GLD now.

    The big question would be, could you fit all the classes(so far) being upgraded in one city? Or perhaps maybe they would have similar quests where they have changes of heart and decide to go down a certain path too? With it being so far away, they could really go about it a lot of ways. As bad as I hate to wait till post 1.20, it would probably be best anyway! Gives them plenty of time to add/change areas and open up lots of new story content.
    (0)
    Last edited by Cyan; 06-30-2011 at 12:53 PM.

  6. #156
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Physic View Post
    Sorry to the poor mage who will become the cure class.
    I like being a healer lol
    (1)

  7. #157
    Player Biggs's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by AlexiaKidd View Post
    I think that is a safe bet. 1.20 I have said will be in September and will mark the one year point. I would be expecting a huge content patch for this IF they get all the fixes in these next 2 patches.
    It was stated by one of the Devs (on this forum somwhere) that the goal was to have 1.20 implement the "job" system. With the exception of tweeks and future jobs and classes being added, that would mark a pretty significant end to a large portion of game updating. I hope this would then open the floodgates to patches with content every few weeks. It still leaves the maps and landscape to be reworked, but they have even stated thats the part that will take them the longest. It wouldnt be unreasonable by my measure to not see any hint of PS3 version until March of 2012. Thats total speculation on my part, but reasonable to believe I think.

    Yoshi even stated when taking over as lead Dev that he believed the game would take 1-2 years to fully turn around. I think many (including myself sometimes) get impatient and forget that.
    (1)
    Last edited by Biggs; 06-30-2011 at 04:54 PM.

  8. #158
    Player

    Join Date
    Jun 2011
    Posts
    3

    Evey job is a semi Blue Mage

    I like being able to swap abilities around and try different combinations of skills. Every job is like the FFXI Blue Mage in that regard.
    (0)

  9. #159
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Quote Originally Posted by Biggs View Post
    It was stated by one of the Devs (on this forum somwhere) that the goal was to have 1.20 implement the "job" system. .
    Rep responded with the translation stating the jobs were post 1.20; hopefully we get more info after 1.19 for confirmation.

    Quote Originally Posted by Urbanwriter View Post
    I like being able to swap abilities around and try different combinations of skills. Every job is like the FFXI Blue Mage in that regard.
    Hmm if relating to FF5 I wouldn't say it's like Blue Mage, but FFXI blue mage I guess in a way but main purpose of blue mage is to learn and use monster abilities so kind of different. Current system where you can use any class is like FF5's first job "Yourself" in JP version was Suppin meaning no job. You can use any jobs abilities as long as you had it mastered. Was all around and best job at the end of the game.
    (0)
    Last edited by Reinheart; 06-30-2011 at 05:26 PM.

  10. #160
    Player
    NoMX's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    66
    Character
    Mina Nkosi
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Ok, before i go on to the primary point of discussion of my post i wanna talk about jobs. They quite clearly stated they are NOT coming in patch 1.20, but AFTER it. Stop getting your hopes up... Just like these people who ran around saying they would be out in patch 1.18.

    Quote Originally Posted by Chrees View Post
    I'm not sure where you're getting that info from, but since Yoshi-P took over, every "major" patch except for 1.18 has been on a fairly set schedule of once a month.
    FINAL FANTASY XIV Patch 1.15 Released (Jan. 18)
    FINAL FANTASY XIV Patch 1.16 Released (Mar. 3)
    FINAL FANTASY XIV Patch 1.17 Released (Apr. 14)

    We've had three real patches since the start of the year.. All the other little patches were tiny tweaks that really... didnt matter at all. IE: almost all of them were adjustments to their new targeting system that NOBODY uses. They just use the default one which was exactly the way it was BEFORE the updates. Aside from that, they had a couple that were nothing but 1-2 bug fixes.

    Now lets see how often the game was updated before Yoshida took over:

    FINAL FANTASY XIV Version Update (Sep. 23)
    FINAL FANTASY XIV Version Update (Oct. 8)
    FINAL FANTASY XIV Version Update (Oct. 15)
    FINAL FANTASY XIV Version Update (Oct. 22)
    FINAL FANTASY XIV Version Update (Nov. 25)
    FINAL FANTASY XIV Version Update (Dec. 15)
    FINAL FANTASY XIV Version Update (Dec. 21)

    Above are the patches from where Tanaka was busy at work. Granted, 2 of those were primarily tweaks to the game and bug fix patches, they still added some new content. Even so, we saw MUCH more frequent updates when Tanaka was director. He didn't "save stuff up" for one big patch, he released content as it was completed so we'd have stuff to do. The last two patches he did (Dec 15th and 21st) are still probably the two most important patches we've ever had on FF14.

    I'm not saying Yoshi is doing a bad job or anything, but he is doing a remarkably SLOW job, for sure. Some of his ideas are good... Some... I wish Tanaka was still in that position for.. Because I really don't wanna see them put into the game, and Tanaka wouldn't bend to every single whim of the whiniest forum posters.
    (0)
    Number 1010
    1010 is the approximate year the Vikings first came to America.
    (Since I've been asked three times what my name, NoMX means.)

Page 16 of 18 FirstFirst ... 6 14 15 16 17 18 LastLast