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  1. #1
    Player
    Akaila's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Akaila Talinas
    World
    Odin
    Main Class
    Arcanist Lv 50

    The Elemental Wheel

    Hey guys. I've been thinking that aspected damage really doesn't do anything right now and this disappoints me to no end. as a lover of final fantasy and yes final fantasy xi i remember how fun it was to try and match the strong spells vs the correct type of target.

    now before you all dig at me about this game not being ffxi i know that they are two different games and can't work the same way. It's just impractical and yes that is true, you can not have black mages being utterly useless vs certain primal fights that's just not fun.


    so I've been wondering, is there is a way to make the elemental wheel important again without breaking the whole game? I do think there is a way to do it. instead of thinking what a target might resist instead think about what they might be weak too. Take titan for an example, if you throw a large rock at titan i think he will feel it but (as per the lore of this game) douse him with water then it will make it harder for the primal to form the earth to damage you.

    i think a system of weaknesses would make the game more interesting and make people feel good about them selves when they figure something out, for example making a monster take slightly more damage from certain spells without penalizing the spells it might logically be immune too.

    this boost would not have to be big heck it could just be 5% damage but since no two mobs might be weak to the same things it doesnt make certain classes wanted over others but makes mages have a little bit more flavor.

    with heavensward adding in a new spell caster of sorts and likely more egis i think this could make more people enjoy playing these classes without breaking the game.

    would also be nice to see astral and umbral elements come back as well at some point to round the system out more.

    By using a system like this as well it gives the idea of more roles that might be practical in the future ( a red mage that gets a buff that makes the team do a % of elemental damage on hit for example or spells to give monsters certain elemental weaknesses)

    i know my idea may sound simple and a bit far fetched but i think if people with some experience could expand on it, it could make the game just that little bit more interesting.

    thanks for reading
    (4)
    Last edited by Akaila; 05-09-2015 at 07:14 AM. Reason: made it a bit easier to read.