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  1. #11
    Player
    Eloah's Avatar
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    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Keyah View Post
    They do, weapon skills enhance spells if they are cast immediately after. Enchanting rotation, weakening enemy for more damage and longer DoTs.
    while the enhancements are alright, they appear too complex, e.g. you need effect A to activate effect B, but you need to have Effect C up to use A but in order for B to work it must be used under effect D. Not saying this is your system, but it appears to come across this way. Additionally, double duration and double potency wind up being the same thing, if that was what you had for the "enhancements"

    Quote Originally Posted by Keyah View Post
    Look for what the game can be, not what it is.
    it's not about what the game can be, it's about what the developers said they wouldn't add because it would create a large imbalance. There is no true elemental aspects because that would create an imbalance. So having 6 en-spells while admirable could be reduced to one skill/ability and open up 5 new skills/abilities/spells to use. as for debilitation spells, they work fine for crowd control but not on bosses since most are immune. I would recommend making them AoEs, that would make them more useful. Adding more spike skills would be better than all of the en-spells.

    Quote Originally Posted by Keyah View Post
    Weapon skills already have unique effects.
    Yes they have a unique effect but you have too many. Remember that during a battle hiccups happen and you may not remember where you left off, how you started a combo, etc. While creating new and useful effects is a good thing, they shouldn't become confusing over time, remember people still confuse the mudras at times.

    Quote Originally Posted by Keyah View Post
    Weapon skills enhance magic, magic enhances weapon skills.
    if this is true, you need to showcase it somehow, right now it just looks like they are ordinary spells, and similar to Healers the higher tiers will replace the older ones. The system looks clunky and not newbie friendly. Maybe give us an example of a rotation, the optimal one that players would probably find and use without end. if there is anything left over you may need to either rethink that skill or trim the fat entirely.

    Also several of your spells are kinda odd if you pay attention to them.

    Shell is not needed, it was added to Protect with a Conjurer trait in ARR, and made a default part of Protect with HW. Having the spell could be good but it can't be its usual iteration, since that serves no purpose in XIV.
    Bar Astral & Bar Umbral, these spells could be good, but I don't know what they do, they just say they diminish astral/umbral detrimental effects, but what are these, you don't explain that.
    Aquaveil, is it a permanent buff like Wanderer's Paean or Gauss Barrel to add additional damage, or is it a times buff like Enochian?
    Gravity would need a name change, since AST already has the spell, maybe Demi instead. Additionally, spells, all spells, do not have "high" or "low" recasts they have high or low cast times so you might want to rethink some of your spells and their cast timers. the GCD is 2.5s and can be reduced with spell or skill speed.
    Phalanx II being a spell with that high of a recast just makes no sense, if the recast is that high I'd make it an ability.

    I hope none of this comes across as "mean" I am trying to help you flesh out your idea, but as of right now, and others have said it too, it appears a bit clunky and pulls too much from the XI RDM idea, which is fine, but XI played completely different and what worked there might not work in XIV.

    Best of luck.
    (0)
    Last edited by Eloah; 09-22-2016 at 05:56 PM.
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  2. #12
    Player
    Solaiel's Avatar
    Join Date
    Aug 2016
    Posts
    13
    Character
    Solaiel Aertus
    World
    Shiva
    Main Class
    Paladin Lv 60
    As i have read through some things, i would say, why not try something like gathering stacks of different elements, depending on the en-spell used. Then depending on the count you have spells gain some special abilities.
    And concerning different elemental usage there could be a elemental rotation like (earth >fire) (fire>air) (air>earth) or something. That was just thought out in a few minutes, so dont nail me on it, but the essence what i mean is
    -put some elemental debuff on the target
    -switch to the stronger element by using some kind of other skill that cycles through your elements, might as well be a weapon skill
    -gather by using this elemental wheel rotation different elemental stacks
    -spend them for better utility or nukes, or what ever.
    Every job has a theme somewhere and maybe this inspires you to other thoughts.
    But i like the idea of a spell weaving sword fighter, so thumbs up
    (1)

  3. #13
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Xaikara View Post
    (as it stands your RDM is a PvP monster)
    I'm trying to not look at stuff like recast timers etc. But I didn't see anywhere about Blind / Paralyze doing anything but that. Most Raid boss are usually immune to a lot of that kind of thing
    I only slightly thought about PvP for durations, some effects would be omitted and some abilities I believe don't go into PvP. (I don't PvP, so I'm unsure)

    Hopefully take a closer look at that and invest some time into PvP.

    There's also the fact that Jobs get PvP unique abilities, which will need attention.

    I like the thought of a Red Mage bypassing the diminishing returns, especially since they're enfeebling masters. There would still be some things that certain bosses are immune to, and in PvP as I said, tweaks will take place.

    If it can be applied, it should be something to think about in a raid scene.

    It's a very good point to raise though and I appreciate the concern.
    Thanks for the thoughts.
    (0)
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    Keyah ~

  4. #14
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Eloah View Post
    Adding more spike skills would be better than all of the en-spells.
    So why are you okay with different spike effects, but not a damaging rotation?
    The "elemental weakness" aspect of the enchantment is purely for the en-spells.
    It doesn't make other spells stronger.

    Quote Originally Posted by Eloah View Post
    The system looks clunky and not newbie friendly.
    It's an advanced job, it's not supposed to be.

    Shell stacks with protect providing more Magical protection, no Physical protection and enfeeble protection.
    Bar Astral/Umbral are states (e.g. PLD Oath's) that act as an aura after 42 to protect against weaknesses
    Aquaveil is a binary stance. Speed/Success
    Gravity/Break have high cooldown because they deal AoE damage and hard CC. WAY too powerful to cast constantly.
    Phalanx II is when you learn to cast it outwards to your party.
    (0)
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    Keyah ~

  5. #15
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    Quickly wrote this up for example of rotations:

    Enchantment Rotation
    -
    Pre-fight:
    En-Stone

    Fight:
    Red Lotus Blade > Seraph Blade > Stralight Strike (Applies current "en" to target)
    Seraph Blade > Red Lotus Blade > En-Blizzard (No cast time)


    (Repeat as En-spell is about wear off with next in chain.)

    Change 'Moonlight Strike':
    RLC > Moonlight Strike = Increased En effect duration on target
    SBC > Moonlight Strike = Increased current enchantment duration


    Spell-weaving rotation
    -
    Red Lotus > Seraph Blade > DoT/Enfeeble (Increased duration)
    Seraph Blade > Red Lotus Blade > Starlight Strike (Applying En-spell as DoT)
    Seraph Blade > Red Lotus Blade > En-Spell/Spell (No cast time)


    If an enfeebling spell works on the target as a RDM and it's important, you should be using them and not waiting to try interrupt.

    e.g. This boss needs to stay silenced. RDM will keep it Silenced.
    (0)
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    Keyah ~

  6. #16
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Solaiel View Post
    why not try something like gathering stacks of different elements, depending on the en-spell used. Then depending on the count you have spells gain some special abilities.
    This sounds nice. It reminds me of Grandia with element mixing.
    Different effects caused by elemental combos sounds awesome.

    The worry I have is that this would be for an Elementalist. I don't know if we'd ever see one though E.g. We'll never see a Ranger because of Bard. ' ^'

    It could even be that certain spells / enfeebles are caused by the element mixing, rather than having the spells themselves.

    e.g. Wind (2) + Thunder (1) + "Mix" = Gravity(Demi)

    Quote Originally Posted by Solaiel View Post
    Every job has a theme somewhere and maybe this inspires you to other thoughts.
    But i like the idea of a spell weaving sword fighter, so thumbs up
    Thank you, I'm glad some people like the idea of a spell-weaving sword/caster.
    (0)
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    Keyah ~

  7. #17
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Keyah View Post
    So why are you okay with different spike effects, but not a damaging rotation?
    The "elemental weakness" aspect of the enchantment is purely for the en-spells.
    It doesn't make other spells stronger.
    based on your description the spike spell you have listed, which is only the thunder element, appears to be a "buff" to a party member that adds a barrier around them that deals damage as a counter attack, similar to E4E or Vengence. more abilities like that are desirable, but adding too many could be redundant as well, so be careful.


    Quote Originally Posted by Keyah View Post
    It's an advanced job, it's not supposed to be.
    An advanced job does not have to be complicated. Also, two things stand out to me now based on this statement and the statement you said in response to Xaikara PvP comments, "enfeebling masters". I cannot debate this, since I didn't play XI, and I defend the current Summoner iteration from those who claim "it's not a 'real' Summoner". But the primary aspect of a RDM is being a sturdy mage with access to both WHM and BLM spells, able to deal decent melee damage, and the main aspect, the ability to Dualcast. I'd say let these be the defining characteristics. You can still make them enfeeblers, but try not to place them on the same plain as XI's RDM.

    Quote Originally Posted by Keyah View Post
    Shell stacks with protect providing more Magical protection, no Physical protection and enfeeble protection.
    Bar Astral/Umbral are states (e.g. PLD Oath's) that act as an aura after 42 to protect against weaknesses
    Aquaveil is a binary stance. Speed/Success
    Gravity/Break have high cooldown because they deal AoE damage and hard CC. WAY too powerful to cast constantly.
    Phalanx II is when you learn to cast it outwards to your party.
    If Shell is supposed to be additional magical protection then it should not be similar to Protect in from, it would work better as Stoneskin, or Manaward/Manawall (I forget which is magical at the moment)
    if Bar Astral/Umbral are statuses, which is fine, what do they protect you from you still do not list that. Does Astral increase you physical defense and Umbral magical? Also if they are statuses, like SWD/SHD Oath shouldn't they be abilities?
    With Aquaveil, I'm confused what you mean by "Binary Stance"
    With Phalanx II, no skill/spell is like that, it's just an updated version of the previous. Why not just make both a spell then Phalanx is single target and Phalanx II is an AoE, with maybe a shorter duration but higher defense?

    Quote Originally Posted by Keyah View Post
    Thank you, I'm glad some people like the idea of a spell-weaving sword/caster.
    remember that in some games RDM is either "upgraded" or given skills similar to Mystic/Rune Knight. Adding in a few of their usual/unique skills might help balance things out.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  8. #18
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    I don't really care for your tone and constant nitpicking. This is the last I will be replying to you.

    Quote Originally Posted by Eloah View Post
    based on your description the spike spell you have listed, which is only the thunder element
    There is no element, it's a description...

    Quote Originally Posted by Eloah View Post
    An advanced job does not have to be complicated.
    It also doesn't have to be easy. High skill ceilings deserve a place as well.

    Quote Originally Posted by Eloah View Post
    "enfeebling masters". I cannot debate this, since I didn't play XI.
    You can't debate it and yet you then go on to do just that. Red Mages can use white magic but they are not associated with white mages. White magic doesn't mean the spells a white mage uses necessarily.

    I find everything else you said very mocking and you don't seem to understand the design. I've had to dumb it down several times for you, and with this lack of understanding you still write absurdly long posts telling me what's wrong with my design.
    (0)
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    Keyah ~

  9. #19
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Keyah View Post
    stuff
    That's fine, you don't want my constructive criticism, then i will take the high road and leave you be. Good luck with your design.
    (1)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  10. #20
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    There is nothing constructive about your criticism. This would imply that you are offering suggestions, where you are actually just simply calling aspects out and belittling the design.
    (0)
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    Keyah ~

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