Totally man. I'd like to see maybe an Earth shield wall type of thing or CC if the engine supports it.



Totally man. I'd like to see maybe an Earth shield wall type of thing or CC if the engine supports it.




Status effects, the shape of the AoE and anything else should be abilities of their own.
Purchased skills to do the following:
Add a status effect to your elemental nukes, (bind, slow, silence, etc...)
Change the shape of your AoE, (Conal, multi directional, radial, between caster and target etc..)
Increase Potency, reduce range/aoe (and the inverse, increase potency, reduce range/aoe)
These additional abilities should be optional and not "part" of the innate nukes themselves.
This creates some customization and situational situations rather than just a new mechanic.
DON'T make them requirements of each other imo.
ADD the features as purchased skills. (guild marks)
Last edited by DoctorMog; 09-21-2011 at 03:12 AM.
interesting you gave me an idea then...I think the only issue with something like that is that the spells are meant to be interchangeable depending on what you're fighting, which won't always be the case if they have unique effects like and especially ones that might be extremely detrimental (making fire have a DoT would pretty much kill any Nuke > sleep strategies on stuff that is weak to fire). It would be really neat to see them as unique spells, though, or make the ancient magic do that since they need to be unique.
I personally think CON nuking would be more interesting if we got more abilities to alter our spell effects kind of like Spiritbind halving MP, Roaming Soul increasing the duration of buffs, etc so we can change spells to suit the situation. Also making hitting weaknesses more important would be nice too, like maybe a very-short lived defense down buff after a nuke that is more severe relative to how much damage you did so you can coordinate with party members, interrupting spell casts/ws (kinda like your Aero idea but without the knockback), or contributing to incapacitation in some way or even having a unique incap effect depending on the enemy.
after SE adjusts the mob resistant levels of course...so picking a specific element would be important.. instead make job abilities that trigger this extra effects.
like fire water thunder etc etc...are pretty much the same at level 1 like they are now.
but you eventually learn *burst* - which makes your next spell apply a DoT.... fire would do burn, aero would do choke, water would do drown...etc (just remove choke and burn etc from the list and this is how you apply them.)
And a Job ability called "Elemental Mastery" - which triggers the extra effects from my OP on each spell...give it a 1min cool down? less more? what ever.
this way you can still do your damage based on what element is needed on the current target without gimping certain spells?
just a thought



This reminds me of the spells(Techniques) on Phantasy Star Online.
Foire(Fire) shoots a single fireball from the caster.
Gifoie(Fira/Fire II) would shoot a few fireballs spinning outwards from the caster.
Rafoie(Firaga/Fire III) would make an explosion from the enemy your targeting.
Barta(Blizzard) would shoot icicles from the ground in a strait line going through enemies.
Gibarta(Blizzara/Blizzard II) would shoot out icicles in a cone shape.
Rabarta(Blizzaga/Blizzard III) would be a circular ice AoE spell from the caster.
Zonde(Thunder) single target thunder attack from above.
Gizonde(Thundara/Thunder II) would shoot a chain lightning that would hit multiple enemies if they're close enough together.
Razonde(Thundaga/Thunder III) thunder version of Rabarta.
I wouldn't oppose this idea but I doubt SE would implement it.
Last edited by Roll; 09-21-2011 at 04:28 AM.
Purchasing abilities and customizing the bonuses could be a way to do it....
id rather just see SE break down the walls a bit and add them to the spells themselves... Maybe make each tier do something the other tier doesn't.... so they don't become useless once you learn the new tier.
bliz 1 does the bind effect.... bliz 2 doesn't bind but does more burst damage if the enemy is bound.... that way you can utilize both tiers effectively.
Water 1 could apply a "wet" debuff that increases damage from thunder sources.
|
|
![]() |
![]() |
![]() |
|
|
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



