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  1. #1
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    Oct 2011
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    Limsa Lominsa
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    203
    Overall I was hoping that they would go more into detail of class specific changes, rather than an overview of the entire armory system.

    Quote Originally Posted by Fear View Post
    Also Shield becoming part of Gladiator will bother some ppl.
    I can see why they are doing this, sentinel might have been it's own class in theory but in reality it was more of a supplement to the armory system. Mages should still be able to have access to these skills from gladiator.
    (0)

  2. #2
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    CNJ has over 45 abilities, not couting the fires II and such. Classes going to be trimmed of lots of abilities.
    (0)
    Last edited by Klive; 11-11-2011 at 10:17 PM.
    Forum Lurker Extraordinaire.
    Like a good stalker, I'm always there.

  3. #3
    Player
    Radav's Avatar
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    Jul 2011
    Location
    Gridania
    Posts
    102
    Character
    Radav Qadav
    World
    Hyperion
    Main Class
    Lancer Lv 50
    I really hope we don't see a similar system to FFXI in regards to spell effectiveness. A spell's potency should be effected by the mob's weakness to that element. I don't see why they couldn't just give you all of the elemental spells and force you to choose one to slot. If instead they give them out as separate skills. Conjurer and Thaum will be waving goodbye to a huge amount of abilities.
    (1)

  4. #4
    Player

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    Mar 2011
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    Uldah
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    994
    Quote Originally Posted by Radav View Post
    I really hope we don't see a similar system to FFXI in regards to spell effectiveness. A spell's potency should be effected by the mob's weakness to that element. I don't see why they couldn't just give you all of the elemental spells and force you to choose one to slot. If instead they give them out as separate skills. Conjurer and Thaum will be waving goodbye to a huge amount of abilities.
    i pretty much agree. i dont understand why they give us aero if were only going to use for one level. i cant remember the elemental order, but once you get the top two at level 50, no others will be used.
    i almost never saw Aero or Water spells in FFXI yet i thought the visual effects were fantastic in the later levels.

    too bad the visual appeal of being a magic caster might be lost in this game.

    very very generic.
    (2)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  5. #5
    Player
    Wynn's Avatar
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    Mar 2011
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    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Suddenly the mage situation makes sense. Rather than create new abilities for the jobs, they are just going to cut some excess off the classes and move the abilities to the jobs.

  6. #6
    Player

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    Quote Originally Posted by Wynn View Post
    Suddenly the mage situation makes sense. Rather than create new abilities for the jobs, they are just going to cut some excess off the classes and move the abilities to the jobs.
    im glad you dont care at all for visual effects, we need more of that in the game industry.
    screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.

    i can even point out animations that i feel could use some work.
    i guess im that anal.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  7. #7
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Dreadnought View Post
    im glad you dont care at all for visual effects, we need more of that in the game industry.
    screw having a streamlined system that can handle as many spells as it wants. lets minimize everything.

    i can even point out animations that i feel could use some work.
    i guess im that anal.
    What are you talking about? How do you even get that out of what I said?

    It's like some of you stopped taking English in third grade and replaced it with classes that teach you how to be an ignorant jerk on the internet.

  8. #8
    Player

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    Mar 2011
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    Uldah
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    Quote Originally Posted by Wynn View Post
    What are you talking about? How do you even get that out of what I said?

    It's like some of you stopped taking English in third grade and replaced it with classes that teach you how to be an ignorant jerk on the internet.
    i absolutely apologize, it was jerkish and out of nowhere.
    this is the first time ive been bitter about anything the team has done so im a bit jumpy at anyone who supports me no longer having large fancy spell effects when im a large fancy Nuker/the new system.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #9
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Dreadnought View Post
    i absolutely apologize, it was jerkish and out of nowhere.
    this is the first time ive been bitter about anything the team has done so im a bit jumpy at anyone who supports me no longer having large fancy spell effects when im a large fancy Nuker/the new system.
    Hi Dreadnought and All,

    I agree. At first I was worried that we might have only 1 spell *effect* that we're stuck with from Rank 1 to 50, but I hold out hope that the Spell FX (which have been complained about since month 1 of this game and even during open beta) will scale and alter and improve as we level up.

    Some thoughts on the Mage situation with the limited slots that I hold out hope for:

    • Spell FX will scale as we level up, so a Level 50 Fire will look better, bigger, flashier than a Level 1 Fire spell.
    • Considering the amazing visual improvements we've seen under Yoshida-san for stuff like the new Chaos Thrust and Rage of Halone and Storm's Path, I have faith that the Animation and Visual Effects Teams will deliver some nice reforms for Mages.
    • 15 Actions seems a bit limiting, *but* IMHO, it's a good thing to allow the Battle Team to move various Spells over to the Job. So all Ancient Magic could move over to Black Mage instead.
      • Couple this with the fact that they've confirmed we'll be earning *Job* Abilities (Spells, Weaponskills etc.) via Quests, and we could actually get the restoration of proper gravitas and presentation and buildup for learning Ancient Magic, with the proper respect they should've been given by the original FF XIV Team (but failed at).

        Instead of dumping ALL Ancient Magic spells to us in *1* level (the current way), with no buildup / presentation or care, now we could possibly be earning *each* Ancient Magic Spell via a Job Quest... like traveling to a far off Ancient Temple to defeat an Demon / NM to learn the power of Tornado!

        *That* is the type of buildup that felt missing playing a Mage in XIV so far.
      • Of course the key to this is also having an Awesome Graphical Revision and Damage Revision to Ancient Magic (and scaled up Elemental Nukes) like Dreadnought is asking for. The original Ancient Magic VFX were non-existent and even the current VFX are terrible. But I think we'll get some great revisions before 2.0.

    So this initial, high-level description may seem a bit underwhelming from a mage's point-of-view (like Dread is feeling), but I'll try and remain optimistic that Yoshida-san will deliver the proper Visual and Damage Reforms necessary to finally make playing a Nuking Mage something really fun.

    We'll find out soon with 1.20, 1.21.

    Thanks~
    (2)

  10. #10
    Player
    Sorel's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    As long as the current lore and Class --> Job plans stay as they are, CNJ will need at least the following abilities.
    1. Cure
    2. Curaga
    3. Raise
    4. Paralyna
    5. Poisona
    6. Silena
    7. Protect
    8. Shell
    9. Aero
    10. Water
    11. Fire
    12. Thunder
    13. Blizzard
    14. Stone

    This covers all healing magic and all the "basic" elemental spells.

    The elemental debuffs and the ancient magic elemental spells are not basic. I can see the elemental debuffs getting moved to Thaumaturge, to join the other debuffs. Just looking at their names (Drown, Rasp, Choke, Shock, Frost, Burn) and the actual effect they have (i.e. slowly draining the life out of you), I can see how the development team could move them without disrupting the flavor and lore of either class.

    Honestly, the ancient elemental magic spells should be reserved for the Black Mage job, and quested for. Their power should be adjusted upwards accordingly.

    This is all just my opinion though.
    (0)

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