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  1. #181
    Player

    Join Date
    Aug 2013
    Posts
    1,176
    Quote Originally Posted by Alise View Post
    Everybody in my static all end up learning to be able to play any class that share the same gear without anybody asking them to do so. They consider this the best for party to be able to adapt accordingly to situation. If you aren't prepared for this, you aren't ready for end-game, seriously. Instead of having every content designed for you in fixed, why not have you prepare to be handle against variety of situation instead?
    Your saying "BLM DD Sucks, so learn to play a different class", yet every dps class should be viable in end game raid content.

    I'm a BLM, I chose to play BLM, why should I change my class?
    (3)

  2. #182
    Player
    Itseotle's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    772
    Character
    Itseotle Irracido
    World
    Diabolos
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Elway358 View Post
    This is what I'm afraid is gonna happen as well. Hide ya monks, hide ya dragoons...cause they nerfin' everything up in here!
    They be climbing in ya windows and snatchin your DPS up
    (2)
    Lodestone Profile
    http://na.finalfantasyxiv.com/lodestone/character/2183636/

  3. #183
    Player
    Halloween's Avatar
    Join Date
    Aug 2013
    Posts
    84
    Character
    Halloween Candy
    World
    Sargatanas
    Main Class
    Weaver Lv 50
    I think they're going about it the wrong way. Sure, our top single target dps may not be able to reach as high as mnk or even smn, but we shouldn't just have a damage increase. Give us the tools to keep our dps high in movememnt heavy fights and let us learn to use them. Give blm's a faster swiftcast cd, Make Surecast not useless, maybe a buff that lets us cast while moving for 10 seconds.

    I don't understand why the devs always go for the simplest ideas and fixes
    (0)

  4. #184
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Halloween View Post
    I think they're going about it the wrong way. Sure, our top single target dps may not be able to reach as high as mnk or even smn, but we shouldn't just have a damage increase. Give us the tools to keep our dps high in movememnt heavy fights and let us learn to use them. Give blm's a faster swiftcast cd, Make Surecast not useless, maybe a buff that lets us cast while moving for 10 seconds.

    I don't understand why the devs always go for the simplest ideas and fixes
    I, and several other members of the community have been throwing around the idea of making Surecast allow BLM to cast on the run for a short time FOR MONTHS...
    Somehow people dont want to do that... Probably people who've never played BOTH BLM and SMN on T6.
    (1)

  5. #185
    Player
    Halloween's Avatar
    Join Date
    Aug 2013
    Posts
    84
    Character
    Halloween Candy
    World
    Sargatanas
    Main Class
    Weaver Lv 50
    In my static, our tank quit and the first idea was to get rid of me blm and make me war so we could get a smn replacement ;-p I like war just the same, but it's just the way the environment is for blm's in coil2
    (0)

  6. #186
    Player
    Raestloz's Avatar
    Join Date
    Dec 2013
    Posts
    274
    Character
    Vonelis Heischield
    World
    Tiamat
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by RygaenYuui View Post
    And if it doesn't, who's bright idea was it to not include it in the damage calculations?
    The problem lies in the fact that they want BLM to only use Fire and Frost. They throw a bit of Arcana there like Scathe, but mostly Fire and Frost

    I don't like the idea of that, I agree.

    But I don't know how to implement elemental weakness. If you include a weakness, everyone will start using only magic class. If you only include strength against, even if you include multiple magics they'll just use either one and be done with it.

    BLM itself needs to be overhauled. The current idea is just terrible, but I don't know how they can achieve it.

    And why, for all that is holy, is Fire not the DoT and Thunder be the direct damage?
    (0)

  7. #187
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Wasn't blm supposed to get buffed in today's patch? I saw no mention of it in the patch notes.
    (0)

  8. #188
    Player
    rigormortis's Avatar
    Join Date
    Aug 2013
    Posts
    68
    Character
    Rigor Mortis
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Ransu View Post
    Wasn't blm supposed to get buffed in today's patch? I saw no mention of it in the patch notes.
    First post in this thread... it mentions changes are in 2.3
    (0)


  9. #189
    Player
    Verne's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Vherna Pike
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by RygaenYuui View Post
    So why not make use of exploiting elemental resistances? Or does that not apply to enemy mobs?

    And if it doesn't, who's bright idea was it to not include it in the damage calculations?
    This is a design decision that actually makes a lot of sense with the current system. Black Mage was a much different class (not that all weren't) back in 1.xx, where resistances were actually A Thing. Now we have our Big Damage spells, our MP Recovery Spells, and our DoT Spells, all being of different elements, but getting their fair use and having roles to play.

    Imagine if it were like 1.xx. You could not cast fire spells on Ifrit. Most of what you did on BLM in 1.xx was Thunder --> Thunder II (and it was not an issue because Ramuh was not around then). We'd also get the shaft if/when they'd have added Shiva, as we would not be able to transition into UI3 effectively. The lack of resistances on enemies, from a game play perspective, makes sense as is.

    As an aside, the only thing I do miss from 1.xx is Freeze. God, Freeze used to be so awesome.
    (0)

  10. #190
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Raestloz View Post
    But I don't know how to implement elemental weakness. If you include a weakness, everyone will start using only magic class. If you only include strength against, even if you include multiple magics they'll just use either one and be done with it.
    @ Rygaen, Raestloz,

    Good questions about Elemental Weakness. There were a lot of good threads and feedback to the Devs during 2.0 Beta from myself and many others. An Elemental system is one of those staples and fits "Final Fantasy" so well, but Yoshi P decided against it. Even back then, many of us felt it made no sense that you're nuking and damaging Ifrit (a being of pure FIRE), with "Fire" spells, LOL.

    Some of the suggestions would've worked, such as:

    * Melee Classes could have Weaponskills with Elemental Aspects to them (e.g., "Red Lotus Blade" (would have Fire Damage Properties in addition to regular Damage)).

    * Materia could imbue a Job with Elemental Aspects (e.g., an "Ice IV" Materia could grant "+ Ice Damage"). (Of course this was before their decision to make Materia meldable gear generally less powerful.)

    * And ultimately we weren't asking for any game-breaking Bonus Elemental damage; just enough to make it worthwhile and interesting.

    Final Fantasy feels better with Elements meaning something. It's more engaging IMHO.

    The irony in all this is that Yoshi P's answer back in Beta was that Elemental Systems would lead to imbalance because people would just play Black Mage (or any Elemental user). But here we are at 2.28, and there are clearly imbalances, and hierarchies for Job / DPS output, etc., and BLM is actually not desired.

    Removing the Elemental Wheel didn't make all the Jobs "balanced" nor "even" in terms of usability at all. It's just led to blander, vanilla Jobs.
    (1)

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