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  1. #101
    Player Shosasosa's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    460
    Character
    Shosa Sosa
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    my question is why did he relate it to a spell (Fire III) that isnt even in the game?????
    (0)

  2. #102
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    For what it's worth this isn't actually the first FF to do away with tiered spells. FF13 had everything scale with you, with the -ras and -gas functioning differently from the base spell, and it worked out pretty well there.
    (0)

  3. #103
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Icecylee View Post
    For what it's worth this isn't actually the first FF to do away with tiered spells. FF13 had everything scale with you, with the -ras and -gas functioning differently from the base spell, and it worked out pretty well there.
    Ah, but FF13 didn't have MP. It didn't matter that spells didn't have tiers.

    Bringing that up because it'll come up, you can bet on that.

    The biggest arguments I've seen involve "I have no/little MP but I want to do damage" and "I want to do damage and not get too much enmity".

    Enmity, we have no idea how these new abilities are going to affect that. If spells generate the same amount regardless of damage dealt, then there's really no issue. If it does then there'll be a scale for that, that is hopefully easily adjustable in the event that "it doesn't work quite as intended". Plus, you never know. These new class traits might just help towards that kind of thing anyway. CNJ/WHM may get 'Tranquil Heart' like traits to cut down enmity gain on healing. Either way, being mindful of your enmity and not continuously throwing out low tier cures.

    This system also lends itself to more strategic game play. If (and I'm hoping this is so) PLD gains abilities to look after themselves and their party members (own healing abilities and Cover etc) means you can let your PLD get his target's attention and you go from there. It also makes using other tanks more and more risky. Sure, your MRD/WAR can tank but he will need help from his healers to do so, thus having an impact on enmity control and strategy. Being able to just hand out cures without thinking much doesn't sound fun. Maybe this system will promote thinking first.

    As for not having enough MP, that comes down to play style. I prefer to not have my MP run low, and if it does I focus on trying to recover it or use it more efficiently. Being an XI career RDM taught be to savour each MP I had. If I'm in a healing role, I'm not going to be doing any nuking. The party depends on me having MP to heal them, so that's what I use my MP for. It's called team dynamics. And the same principle applies in XIV. Either use MP more effectively, or carry a lot of ethers around if you insist on extra duty activities.

    Also, as I said before, MP used (and in turn, enmity gained) should reflect the damage done/healed. That'll improve this system a lot.
    (1)

  4. #104
    Player
    V0lg's Avatar
    Join Date
    Nov 2011
    Posts
    31
    Character
    Panzer Strike
    World
    Goblin
    Main Class
    Dark Knight Lv 60
    Tier Magic has always been a Final Fantasy trademark for me along with the Chocobo and Airships. To simple take it out would mean taking a bit more of Final Fantasy out regardless to if they have animation change or not depending on level. I play FFXIV because of certain elements that make it great and to not be able to cast Blizzard I II III IV or Cure I II III IV means I may as well play any old fantasy based game.

    Listen it's not that I wanna shoot down whats not even up yet, but to do this crushes my hopes for the mage class as I played Black mage in XI. I like choosing to cast a MP sucking powerhouse IV when I want to or a simple II to get the job done with the simplicity or picking a tier.

    In the end it's up to SE please don't take the Final Fantasy out of Final Fantasy
    (2)

  5. #105
    Player
    Lucifer's Avatar
    Join Date
    Mar 2011
    Posts
    413
    Character
    Lucifer Morningstar
    World
    Ultima
    Main Class
    Arcanist Lv 3
    Making this game WoW doesn't bother you but this does?
    Hah.
    (0)

  6. #106
    Player

    Join Date
    Dec 2011
    Location
    Ul'dah
    Posts
    33
    Yeah, I'm going to want to talk about this again. I think this is a terrible, pointless change. I honestly see no reason for it. What if I want/need to cast a lower level cure to heal a smaller amount of damage? I enjoyed having a variety of cure spells. Sure, cura might be magnificent, but I personally prefer my spells to be tiered. I am definitely not in support of this. I just don't understand why you would even bother messing with it in the first place. This adds nothing, and takes away a lot.
    (0)

  7. #107
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    I am more worried about not being able to move while casting, than having only a few spells. I can DD now, but not being able to move is going to suck hard. I still don't see how Yoshi-P's comment on the "Dying before you see the numbers on you" related to the topic at all, but yeah.
    (1)

  8. #108
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Stimpack View Post
    This adds nothing, and takes away a lot.
    Indeed. This takes away a lot of useless fluff with no other purpose but to exist.

    The point is not to take away something for no reason, but to not add something for no reason. If it has no added gameplay value, it has to go. The current system works as well as the previous one, so the removed actions added nothing of value.
    (1)

  9. #109
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Stimpack View Post
    Yeah, I'm going to want to talk about this again. I think this is a terrible, pointless change. I honestly see no reason for it. What if I want/need to cast a lower level cure to heal a smaller amount of damage? I enjoyed having a variety of cure spells. Sure, cura might be magnificent, but I personally prefer my spells to be tiered. I am definitely not in support of this. I just don't understand why you would even bother messing with it in the first place. This adds nothing, and takes away a lot.
    I only ever used Cure II and III at 50 which is exactly what Cure and Cura are currently (although I think they heal a slight bit more than their old counterparts). They also don't seem to generate nearly as much hate as they used to. Nukes are still tiered, although the CNJ ones are AOE in their higher tier unless you combo.

    Quote Originally Posted by Betelgeuzah View Post
    Indeed. This takes away a lot of useless fluff with no other purpose but to exist.

    The point is not to take away something for no reason, but to not add something for no reason. If it has no added gameplay value, it has to go. The current system works as well as the previous one, so the removed actions added nothing of value.
    This is pretty much the gist of it. I had tons of stuff on CNJ before but i only ever used like what, 1/4, 1/5 of it? After playing around with the new system for a while I realized I actually do use every single one of my abilities regularly.
    (1)

  10. #110
    Player

    Join Date
    Dec 2011
    Location
    Ul'dah
    Posts
    33
    Quote Originally Posted by Betelgeuzah View Post
    Indeed. This takes away a lot of useless fluff with no other purpose but to exist.

    The point is not to take away something for no reason, but to not add something for no reason. If it has no added gameplay value, it has to go. The current system works as well as the previous one, so the removed actions added nothing of value.

    Ugh, I just typed out a very lengthy response and I accidentally hit "reply to thread" which deleted it. My point is that it is not merely "fluff" there's a strategy to having tiered spells. Even if there are spells that you don't use, just don't put them on your bar. There's no reason to remove the options entirely.


    I assume, and I can't be the only one, that they're doing this to streamline gameplay for console users. You might enjoy it, but I'm not a big fan of having things dumbed-down for me.

    (edit) I'd also like to say that I do not agree with the fact that class-spells/skill are required to be put on an action bar. I don't see the point in that, either.
    (0)
    Last edited by Stimpack; 12-31-2011 at 03:37 AM. Reason: Addition

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