The OP didn't know this was a suggestion because he was pulling the information from somewhere else that didn't have any idea this was a suggestion because the person making the suggestion managed to get slides up on screen, during a presentation.



They could make support <active> skills just like bard's songs. Skills that would give elemental property to your attacks in form of a buff if you stay at X range within the caster and could switch elementals around. Just a random idea x_x



this seemed interesting, but as always when something sounds good it's a lie or an outside suggestion.
As a friend of mine said, this BLM is the worst in the whole saga, it feels nothing like BLM.
And as i see it, it's a well balanced and designed mage, but not a BLM, they could have balanced the elemental wheel and made a more deep design like the one in the OP, but instead the dev team decided to destroy one of the pillars of the "RPG culture," the reason behind that decision escapes my understanding, it looks like they decided to take the shortest and easiest way, There are a lot of things i don't like about the game, but the destruction of a classic job like BLM and the abolition of the elemental wheel bother me the most.
I'm really disappointed with the mages in this game, and after leveling SMN and not touching it anymore, i'm not gonna level another, unless it's something new, something not destroyed by the dev team.


the question about the elemental wheel is interesting, but let's be honest...as the game stand for every jobs outside the caster, it will be a pain, since for get the bonus from the weakness you will need to keep a lot of different weapon. other point, in some combat this feature will ask to rework the whole caster cycle for avoid to make them cycle more short and less interesting that what we have soo far (and it will be really bad)
the trouble lie in the battle system, how make it work into it without screw a large part of the community? how balance it for make it not mandatory for some fight? how make it work without destroy the balance of the jobs already present?
i understand people saying we can do it... but seriously, take a few step back and look at the whole picture, the elemental wheel is more trouble than really an improvement of the gameplay. i am for a better gameplay for the blm and the caster in general, but this is not a change of the game, nor it will make it more interesting


Bard is already required in basically every fight if you're in a strictly progression based group and nobody complains about that.


exept the trouble that can come from this, is the blm will become mandatory and lead to only 2 slot left for all the other dps, if that will not create the same situation that we did seen in the V1 where some content was simply done with only BLM as dps.
1 actually; Dragon Kick, 25% Mantra, and the highest Damage out of all the DPS classes means Monks pretty much have a permanent slot to themselves.



This will probably be lessened to some degree once we have enough jobs to allow actual overlap (read: wait for us to have enough jobs to warrant more than just MNK having an INT debuff). The fact it's mob debuffs involved does make me wonder if there's an alternative solution.
* 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)


Nobody is asking for pumice stones and things like that. Suggest better mechanics or things you'd like to see.
We have 6 tabs in our character menu and 1 of those is a dedicated resistance tab. We even have slashing, blunt, and piercing resistances. Should they just get rid of it? Leave it as is? What would people like to see?

I would like it to just be relevant. Whats the point of this tab when it means little to nothing in the way fights go. I just feel it does rpg's in general a disservice to not have elemental attributes affect fights. Like i said, whats the point of having a flaming sword that does no fire dmg?Nobody is asking for pumice stones and things like that. Suggest better mechanics or things you'd like to see.
We have 6 tabs in our character menu and 1 of those is a dedicated resistance tab. We even have slashing, blunt, and piercing resistances. Should they just get rid of it? Leave it as is? What would people like to see?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


