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  1. #141
    Player
    Murugan's Avatar
    Join Date
    Jul 2011
    Posts
    1,297
    Character
    Murugan Raj
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    I'd rather we got more diversity in healing magic rather than tiered spells anyways if they are going that way.

    Stuff like:
    Short cast, long cooldown, small/medium heals. (emergency heals)
    Long cast, high cost, large heals. (Powerful but limited cure bombs)
    Low cost, long cast, medium heals (efficient, but pre-meditated healing)
    HoT's (supplementary healing)
    etc. etc.

    Cure 1/2/3 do this to an extent, but there could be more flexibility in healing strategy and tactics if they diversified the system rather than relying on tiered spells only.
    (2)

  2. #142
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I'm thinking they might have taken out Drown/Rasp/etc on CNJ and just made the elemental nukes work like the ancient spells in 11, where one debuffs towards another. That or they are reserved for Black mage or just put somewhere else. They could also remove the -na spells and just give us Esuna but I don't know how that would be balance-wise.

    I'm really digging the updates and it will be great not having to pick and choose between which of my spells to set. Scaled spells by level is perfect to me since there is really no need for multiple tiers of spells as long as they grow with you.
    (0)

  3. #143
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    Wow.

    This is awesome. I'm amazed / glad they're willing to backpedal this far from the game and Armoury system's initial premise. It's a little bit shocking, even if you're completely in support of the game's direction, but it's awesome. The old system just wasn't going to work, no matter how much ability massaging they did.
    (2)
    7UP!


  4. #144
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    so basically 15 actions and 10 cross class actions =25 which is about what i use now so im good with that as long as they implement it right....

    i imagine this is all to make way for the abundance of new actions well get as job actions in 1.21

    ill rage quit if glad keeps onion cut though,lol
    (1)

  5. #145
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by DNO View Post
    This is a good thing. By limiting it it means the people who where bitching about having to rank 5 classes to get an invite to the ifrit battle will stop. Each class can stand on its own if they do it right. This is better for the game. much better.
    Yea it definitely should help with that.

    Personally i have held the idea that right now each class can stand on its own in its given roll be it in a bare bones manor to be very true. the pain point was the inability for a lot of people to differentiate need from want.

    In that respect i very much like the new cross classing structure, hell i like it in general. you get your 15 core actions then have ten slots to augment that how you please. Like i said the only thing i'm in the slightest bit salty about is the perceived loss of luxury items such as Fleet of foot and Prime conditioning on all the classes i goof around with.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  6. #146
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Griss View Post
    Yea it definitely should help with that.

    Personally i have held the idea that right now each class can stand on its own in its given roll be it in a bare bones manor to be very true. the pain point was the inability for a lot of people to differentiate need from want.

    In that respect i very much like the new cross classing structure, hell i like it in general. you get your 15 core actions then have ten slots to augment that how you please. Like i said the only thing i'm in the slightest bit salty about is the perceived loss of luxury items such as Fleet of foot and Prime conditioning on all the classes i goof around with.

    i agree mostly, but peoples wants come from a certain amount of imbalance, glad prob needing the most help from other classes in my opinion.
    (0)

  7. #147
    Player
    Imagene's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    76
    Character
    Eith E'las
    World
    Masamune
    Main Class
    Archer Lv 50
    Maybe it's nostalgia speaking but tier spells have a certain charm to themselves. And being able/of rank to cast them in other FF games was a mark of accomplishment. A little sad to see them go, but whatever SE has envisioned/planned for the coming class changes just CANNOT. COME. SOONER.
    (1)

  8. #148
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by HiirNoivl View Post
    Awwww /comfort @Arkine

    What disturbs me even more is that this applies to DoH/DoL. Say goodbye to using Sweat of Brow on all your gathering classes, or Maker's Muse on all your Crafting classes. That's right. Preserve will only be on Alchemists from now on… Boooooo….
    Sweat of Brow Barely Activated anyways It doesn't bother me that its going :P

    And in a sense we are getting all the tiers... its just probably like @ 24 you get Tier II, though you don't "Physically" see it as as Tier II and MP will adjust Accordingly.. Im sure there will be other healing type spells so its not just a "Cure III bomb fest"... lol
    (0)
    Last edited by Starlord; 11-12-2011 at 02:13 AM.

  9. #149
    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. #150
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    I wonder if the 15 actions include the 10 cross class cap or if that is in addition to the 15. My guess would be it is in addition, but you never know.

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