Though I can agree here, They should have only costed 1 point equip anyways. Considering how useless they are on other classes.The problem with tiered spells is that they make setting your action bar convoluted when you have to spend points on different tiers of one spell, and those nukes are elemental meaning you potentially have to set a bar for every mob type you fight in order to be efficient.
You people talk like it is this in depth system currently that makes nuking in the game a total blast. Unfortunately, that is not the case. People use very little variety in nuking if they want to be half decent. Making the benefits of more spells distinct and thus deserving a more permanent slot on your action bar rather than just tiered spells will add depth to a system that currently lacks it.
sooo mages are supposed to sit around and wait like ffxi even moreso? bleh sounds really boring. There is a number of solutions, but the 15 action idea is killing most of those solutions.So, you're worried because casting a strong spell back to back to back will get you enmity. Your current solution to this is equipping and casting lower tier versions. You're worried because when they remove lower tiered versions you won't be able to control your enmity because you will be casting strong spells only?
I'm sorry, but did you just admit to having an obnoxiously trigger-happy nuking style? Pace yourself, lad.
P.S: More time between casting = more MP regen.
I need to quote some of these posts post-1.20.
"MRD is nerfed guyz WTF"
problem is this is also being promoted with a massive cut to the amount of available spells, so, most likely they wont get new interesting mechanics or spells more tailored to lower damage, but nothing at all. Cutting all of a mages abilities down to 15 leaves virtually no room for anything. i mean, tranquility profundity fast cast, spirit dart, that only leaves 11 more skills at all. doesnt leave much room for special skills.The problem with tiered spells is that they make setting your action bar convoluted when you have to spend points on different tiers of one spell, and those nukes are elemental meaning you potentially have to set a bar for every mob type you fight in order to be efficient.
You people talk like it is this in depth system currently that makes nuking in the game a total blast. Unfortunately, that is not the case. People use very little variety in nuking if they want to be half decent. Making the benefits of more spells distinct and thus deserving a more permanent slot on your action bar rather than just tiered spells will add depth to a system that currently lacks it.
i suppose they could add a skill with an instant cool down that lowers the potency, cost, and casting time (because you wasted time using the first skill) however thats one less spell, now your down to 10
the dude supposedly said the reason he is releasing these info is for feedback man, aka the point is for people to sound it out based on what he has released before even playing it.
Based on what he has presented here, it has some things to worry about, even if you like the overall idea, the execution seems a bit crazy.
hey it would be better if they had a test server, but thats not in his plans any time soon .
Sure, I don't disagree with you there.the dude supposedly said the reason he is releasing these info is for feedback man, aka the point is for people to sound it out based on what he has released before even playing it.
Based on what he has presented here, it has some things to worry about, even if you like the overall idea, the execution seems a bit crazy.
They are not doing anything special here, though.
(We're playing on the test servers, the only caveat being we get to keep the progress made for the real thing)
With at most 15 slots to place spells, you'd start running out of room quick if you had to shove in tiered spells, anyway. Most of the complaints being made here are solved with the Soughspeak ability.
(original by GalvatronZero)
Amongst personal attacks, strawman arguments and plain sillyness, there are a few good posts here. Let me be more precise in what i see would be a good solution:
1. Healers need to balance healing, it's absolutely essential for the job. Over curing is a waste of MP. Without the Tiers, healing can be done by a cure bot repeating the same cure every x seconds. Not very fun to play.
2. Give us a way to influence the potency, cost and casting time of a spell. Current abilities increase the potency, we need one to lower it. This will provide us with 3 Tiers, -50% < 100% > +50% Potency. I think i could see that working.
3. Skill chains sound like a neat idea to reduce the amount of hate generated. The problem with this is that it can fail, if it does not fail then you might as well implement #1.
Thanks,
Skyrant
Is 20 dmg for the hit like 30 dmg if a RNG shoots?
No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?How i mine for fish?
Here is my bit to all this and Basic's they need to look at first then mess about with what work's all ready.
1.In link Shell , Able to see where people are simply lookimg in to ls (Basic) still not done at this time
2.Able to Find people Quickly and Easily (Basic) Still not done
3.Post to each other (Basic) still not Fixed since day 1
4.More story lines , Quest , Mission's ,and "Armour" or Armour Quest (Basic) still not done since day 1
I have touched here just some of the Basic's they need to fix long time ago ,Instead of this, we see the kind of stuff they changing and spending thier time doing that does not need to be done or is it Urgent. Im sure you all are able to add alot more to this little point's list I have put here.
The point im making is "Why Mess with stuff that is working fine and no urgency neened to do anything about it now" perhaps at later stage in game may be , tweak here and there , Why Now ?
And this is why releasing half of the info is not very smart SE.
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