We have been hearing lots of feedback regarding the Disciple of Magic weapons from Ifrit, so we are planning to make adjustments based on your feedback to both current and future weapons, as well. Keep it coming!
We have been hearing lots of feedback regarding the Disciple of Magic weapons from Ifrit, so we are planning to make adjustments based on your feedback to both current and future weapons, as well. Keep it coming!
Matt "Bayohne" Hilton - Community Team



Thank you!
It makes no sense that the dev team stripped magic potency from the existing weapons in 1.18 and replaced it with physical damage in 1.19.
Mages don't want to melee !
Got news for you. They can't do that even if they wanted to, since the basic actions and TP attacks are all nerfed into oblivion with wands and staves, almost as if the expect magical damage types. In fact, that magic potency that was 'stripped' from existing weapons is not even the problem, as even the non-dated weapons are completely ineffective for anything, magic or otherwise.
Maybe you don't want to "melee" but I want all of the actions that I learn to be useable. That includes both the absorbs which are so pathetic they're useless and that skills like Flashfreeze and Damnation which used to be useful skills and are now useless garbage.
Players should be able to be creative with their actions, which the original combat system allowed. After all, you can't set all of your actions from your own class, especially on Disciples of Magic. Disciples of WAR can set magic, especially cures and buffs. and so can we set other classe's skills.
In short, please don't project your closed-minded perspective on others. Magic and close combat do not have to be mutually exclusive, as has been demonstrated with classes like blue and red mage in previous games.
Last edited by Alhanelem; 10-20-2011 at 10:47 AM.



This isn't about being closed minded, how about they fix the classes that you know actually use magic first before making them worthwhile on non mage classes.Got news for you. They can't do that even if they wanted to, since the basic actions and TP attacks are all nerfed into oblivion with wands and staves, almost as if the expect magical damage types. In fact, that magic potency that was 'stripped' from existing weapons is not even the problem, as even the non-dated weapons are completely ineffective for anything, magic or otherwise.
Maybe you don't want to "melee" but I want all of the actions that I learn to be useable. That includes both the absorbs which are so pathetic they're useless and that skills like Flashfreeze and Damnation which used to be useful skills and are now useless garbage.
Players should be able to be creative with their actions, which the original combat system allowed. After all, you can't set all of your actions from your own class, especially on Disciples of Magic. Disciples of WAR can set magic, especially cures and buffs. and so can we set other classe's skills.
In short, please don't project your closed-minded perspective on others. Magic and close combat do not have to be mutually exclusive, as has been demonstrated with classes like blue and red mage in previous games.
Blue and red mage has nothing to do with this, seeing as they don't exist in this game and if they do plan to add those job later down the road they will no doubt retune certain spells.
You're not getting it at all. Did I say blue and red mage existed in this game? it was an example to make a point. You have a closed minded, dated perspective of what you feel a magic user should be. The action system in FFXIV was specifically designed for freedom and flexibility to allow people to adapt any class to a particular play style. If I want to stand near the enemy I'm fighting, with a shield and using my (formerly magical) attacks and casting spells and debuffing and everything, that's my perogative. Up until 1.19, all of THM/CON's skills were viable and useful at least in specific situations. Now a good third or so of THM's skills alone have been nerfed into oblivion by the changes made to wands and staves. Rather than being removed or ignored, these skills need to be fixed so that players are not punished for their efforts at creativity.This isn't about being closed minded, how about they fix the classes that you know actually use magic first before making them worthwhile on non mage classes.
Blue and red mage has nothing to do with this, seeing as they don't exist in this game and if they do plan to add those job later down the road they will no doubt retune certain spells.
FFXIV was the first MMO I'd ever seen that didn't lock you into standard cookie cutter roles by class. I suppose WoW had that to a slight extent with certain classes having talent tress that can significantly change their roles.
At least right now the action freedom still exists, and it's the job system that will specialize players into roles, while the class actions can still be mixed. That shouldn't be thrown away, it should be harnessed. The broken actions need to be fixed.
Last edited by Alhanelem; 10-22-2011 at 02:32 AM.



I orginally asked for them to put mage weapons back to the way they were (Magic potency instead of phycial dmg) and here you are saying that the reason the spells are nerfed on melee is due to the change they made to the mage weapons in 1.19.....(although this is clearly not the case) but seeing as you think that what the hell are you argueing with me about ?You're not getting it at all. Did I say blue and red mage existed in this game? it was an example to make a point. You have a closed minded, dated perspective of what you feel a magic user should be. The action system in FFXIV was specifically designed for freedom and flexibility to allow people to adapt any class to a particular play style. If I want to stand near the enemy I'm fighting, with a shield and using my (formerly magical) attacks and casting spells and debuffing and everything, that's my perogative. Up until 1.19, all of THM/CON's skills were viable and useful at least in specific situations. Now a good third or so of THM's skills alone have been nerfed into oblivion by the changes made to wands and staves. Rather than being removed or ignored, these skills need to be fixed so that players are not punished for their efforts at creativity.
FFXIV was the first MMO I'd ever seen that didn't lock you into standard cookie cutter roles by class. I suppose WoW had that to a slight extent with certain classes having talent tress that can significantly change their roles.
At least right now the action freedom still exists, and it's the job system that will specialize players into roles, while the class actions can still be mixed. That shouldn't be thrown away, it should be harnessed. The broken actions need to be fixed.
Last edited by Jinko; 11-01-2011 at 10:18 AM.
I see the same issue with making HQ mage weapons, make them increase stats/magic atk power or healing magic power.
http://www.ffxivpro.com/player/Sargatanas/Uno-Unowned
This is great news, but can something please be done about Ifrit's loot system also? Why can't he just drop a token that you can exchange with an NPC somewhere for the weapon you want?
Last night alone:
You may possess only one Ifrit's bow at a time.
You may possess only one Ifrit's cane at a time.
You may possess only one Ifrit's harpoon at a time.
But I have yet to get the weapon for my main class.


So Bayohne, it's been nearly a month and you've commented that current weapons (as well as future) will be adjusted. Again, it's no secret that these weapons are incredibly lackluster, but what's the deal with SE hot fixing other things and not including these adjustments with it? It honestly can't take very much effort at all to "fix" the items in question.
Or does Yoshida seriously not give a crap about the content that he's given us? Seems like he doesn't care much since we still have the awful loot system in place. Is it expected that these weapons will be adjusted in 1.20 when the new moogle weapons replace them? -_-
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