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  1. #11
    Player
    AdvancedWind's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Raistlin View Post
    Remove physical attacks like darts to obtain TP. So darts spams solved, no need engage.

    Dont seems too complex to me to attain some TP before use X special spell.
    It's not complex as much as it is rather redundant to have multiple resources (three if you count spells cast from HP) for magic in the same way that is also rather redundant to make many DoW skills that use up MP.

    It's not complex to use TP and MP, it just makes you wonder why even bother doing that.

    Quote Originally Posted by Raistlin View Post
    Melees have to attack from sides, behind, tank to face mobs around, check on links or pops and voke them too changing targets, etc.
    And mages have to manage their MP pool, position themselfs out of harm's way while still being able to quickly aid a party member or attack the mob, watch buff / debuff timers, backup healing, etc, etc.

    The devs could also make elemental affinities more useful and mages have to consider elements. Make more spells only work on special conditions (like gravity - or was is that other bind spell whose name I forgot? - only working on mobs that are moving when hit). Have some spells also change effectiveness when attacking from certain positions.

    There is room to increase micromanagement, complexity and allow higher battle dynamics without plain and simply adding TP cost to spells. It's like some RTS game adding an extra resource just for the sake of having an extra resource instead of adding more unit formations or unique unit abilities.

    Quote Originally Posted by Raistlin View Post
    And for mages is too complex to use TP?

    What mages win with this? Versatility not only see mana and cast.
    See the rest of my post for answers. And once again I have to remind you that TP is already darn useful for cross class skills the way it currently is.
    (1)
    Last edited by AdvancedWind; 11-09-2011 at 02:20 AM.

  2. #12
    Player
    Raistlin's Avatar
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    Mar 2011
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    Palanthas
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    481
    Character
    Raistlin Majere
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    And mages have to manage their MP pool, position themselfs out of harm's way while still being able to quickly aid a party member or attack the mob, watch buff / debuff timers, backup healing, etc, etc.
    fake, mages will not move around every time, only to get out of range. Is not mages jobs to evade breaths for example, is tank job to face him. Dont use it like mages actually move around evading bombs from sky, coz we stay out of AoE WS and that all. You are talking like Mages right now are dynamic and are not. I'm sorry but i like to focus the game when i am playing and right now is too easy for a mage to play our job.
    (0)

  3. #13
    Player
    Aistaraina's Avatar
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    Mar 2011
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    Character
    Aistaraina Lanae
    World
    Excalibur
    Main Class
    Bard Lv 66
    Quote Originally Posted by Raistlin View Post
    I'm sorry but i like to focus the game when i am playing and right now is too easy for a mage to play our job.
    And having to watch one extra bar means you will be "focusing" on the game?

    Inb4 hes never fought Ifrit.
    (0)

  4. #14
    Player
    AdvancedWind's Avatar
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    Mar 2011
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    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Raistlin View Post
    fake, mages will not move around every time, only to get out of range. Is not mages jobs to evade breaths for example, is tank job to face him. Dont use it like mages actually move around evading bombs from sky, coz we stay out of AoE WS and that all. You are talking like Mages right now are dynamic and are not. I'm sorry but i like to focus the game when i am playing and right now is too easy for a mage to play our job.
    Your Problem: Mage play is not dynamic, neither mages need to move around during a fight or do anything else other than, as you say "cast spell, don't die".

    Your solution: Add TP cost to some spells so mages have to cast weaker spells to gain TP before casting the stronger ones!

    ....except they will still stand still while casting spells and will still not add any major complexity to mage play, unless you consider casting Fire II 3 times to gain enough TP for Flare "dynamic". Also, there's already cooldown timers doing the exact same damn thing.

    My Solution: Make positioning, elemental affinities, monster behaviour and other factors more relevant to mages, so they cannot "just stand still and cast spells".


    Will you really say that adding TP cost to spells is a better solution for your stated problem? Really?
    (2)

  5. #15
    Player
    Delmontyb's Avatar
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    Mar 2011
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    Gridania
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    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    They have already stated that they are working to allow casting magic increase TP
    (2)
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  6. #16
    Player
    Teakwood's Avatar
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    Oct 2011
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    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    By 'versatility' you mean 'an aggravating resource limitation that means we have to either hold TP by being in active mode, or get MP back by being in passive mode?

    It's not like mages are brokenly powerful or capable of doing too much, by a long shot.
    (0)
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  7. #17
    Player
    Raistlin's Avatar
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    Palanthas
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    Character
    Raistlin Majere
    World
    Ragnarok
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    Thaumaturge Lv 90
    Inb4 hes never fought Ifrit.
    sure, and i will not until mages can go to do something more than heal.

    My Solution: Make positioning, elemental affinities, monster behaviour and other factors more relevant to mages, so they cannot "just stand still and cast spells".
    and TP moves for mages ^^

    Positioning: Always tank job to positioning mob, and have no sense to do more Fire damage from left and blizzard from right, and of course, moving will low your DPS a lot enought to ignore that bonus.

    Elemental affinities: Seems that u are THM, test to cast diferent spells on Strongholds, could be you feel something about it.

    Will you really say that adding TP cost to spells is a better solution for your stated problem? Really?
    i said that adding TP moves to mages is a step forward. that all and of course to these who can manage more than see if u have enough mp,u are out of range, etc.
    (0)

  8. #18
    Player
    AdvancedWind's Avatar
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    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Raistlin View Post
    sure, and i will not until mages can go to do something more than heal.



    and TP moves for mages ^^

    Positioning: Always tank job to positioning mob, and have no sense to do more Fire damage from left and blizzard from right, and of course, moving will low your DPS a lot enought to ignore that bonus.
    In some cases, this could make sense. Let's take for example the Chimera shown at the 2.0 concept. What if his left head is weak to ice and the right is weak to fire, and you have to cast fire from the right or ice from the left for extra damage? That could make sense and make things a bit more interesting, just as an example.

    This is not even the only possible way to make positionining relevant to mages. Have some spells hit only mobs around you. Have spells that hit only mobs far away. Have spells that hit mobs on a line (think FFXII scourge), etc, etc.

    Quote Originally Posted by Raistlin View Post
    Elemental affinities: Seems that u are THM, test to cast diferent spells on Strongholds, could be you feel something about it.
    Yes, using the correct element is already 'better', but once again there are broader possibilities for this. What if they make monsters change / react differently to certain elements? Once again, I give you examples.
    Ice Elemental, cast Ice on it => He counters with (tier of Ice spell used + 1) and recovers HP. Cast Fire on it enough times, and it is incapacitated, increasing Eye of Ice drop rate and reducing his spell power. Ta-dah![/QUOTE]


    Quote Originally Posted by Raistlin View Post
    i said that adding TP moves to mages is a step forward. that all and of course to these who can manage more than see if u have enough mp,u are out of range, etc.
    You were talking about adding TP cost to spells, which is NOT a step forward for reasons that I've already posted earlier; just having another bar to look at is hardly complex.

    However, adding more useful weaponskillsand abilities that cost TP for DoM is indeed a good thing that I can agree with, specially if they actually make spells increase your TP like one guy mentioned, or else we will be sitting on useless 3000 TP.

    But making TP management central to mages when there are much better ways of achieving the same effect? No, thanks.
    (1)

  9. #19
    Player
    syntaxlies's Avatar
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    Jun 2011
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    uldah
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    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    they hvae said before they are looking into how to make tp more relevant for dom
    edit: i think all dots should give a gradual tp boost as the hp shed the tp goes up or one dot that just does this, maybe like tp siphon but a dot version that keeps leaching the mobs tp gradually.
    (0)

  10. #20
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Raistlin View Post
    sure, and i will not until mages can go to do something more than heal.
    Although kind of off topic, I fully understand and agree with this, in what other MMO does mage do pitiful damage ?

    Hopefully Blackmage will sort this once and for all.
    (0)

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