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  1. #1
    Player
    Corrderio's Avatar
    Join Date
    Mar 2011
    Posts
    1,335
    Character
    Corrderio Arseid
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Elexia View Post
    Or, it's simply because the current classes and jobs aren't going to be enfeebling (spell wise), because you know, they could introduce RDM or Time Mage which will handle enfeebling?

    Just a thought...
    Dear god I hope not.
    (0)

  2. #2
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    I have bets on a long term-plan here.
    (25)


  3. #3
    Quote Originally Posted by Holy_Dragoon View Post
    I have bets on a long term-plan here.
    Everything they do is with long-term in mind lol, that's the point of an overhaul though I guess people at times forget this because XIV's servers are still live.

    Besides, I'm sure Rukki-Rukki was posting behind Bayo
    (6)

  4. #4
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Elexia View Post
    Everything they do is with long-term in mind lol, that's the point of an overhaul though I guess people at times forget this because XIV's servers are still live.

    Besides, I'm sure Rukki-Rukki was posting behind Bayo
    I've not had an issue with any patch thus far, mostly because I am able to see that a long term plan has been in the works. I use what is currently available knowing that it is not final.
    (2)


  5. #5
    Player
    vax's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    506
    Character
    Vax Redrick
    World
    Mateus
    Main Class
    Conjurer Lv 50
    It's ok, I like the idea becase after 2.0 probably those spells will go to a new mage.
    (7)

  6. #6
    Player

    Join Date
    Sep 2011
    Posts
    838
    by taking them away now, it gives something for a new DoM class to have later. this also make a new DoM class unquie and not just a clone of con or thm. its a shame we will have to wait till 2.0. but i think it sounds like they have a plan
    (11)
    What I have shown you is reality. What you remember, that is the illusion.

  7. #7
    Player
    Monsalvato's Avatar
    Join Date
    Nov 2011
    Location
    Limsa Lominsa
    Posts
    167
    Character
    Aarzak Rskalas
    World
    Durandal
    Main Class
    Thaumaturge Lv 27
    I think this is one of the worst ideas... THE worst idea they came out over the last 6 months.
    I'm all for giving classes more sense of uniqueness, that was definitely necessary.
    But THIS way?
    They should have taken this chance to give the game a bigger "FF-esque" feeling. They did an excellent job on that regard with 1.18 and 1.19, why not continuing the fantastic direction making this game feel even more FF-esque?
    Spell names, spell tiers... I could even accept the single tier thing (it's ok for offensive magic, complicated to balance when it come to healing, but I could be ok with it all) but what about this terrible, ugly, homogeneization?

    Each class gets ONLY 15 actions? EVERY class gets the same number?
    What kind of crap is that?
    Use 15 as an INDICATIVE number and give classes numbers that try to stay as much as possible close to that.
    Why giving developers these boundaries, these limits? It's like they want to put themselves in chain, being FORCED to give every class 15 actions.
    And the traits? What if a class feels fun, balanced and complete with just 13 actions and 9 traits? (after the removal of tiers).
    No problem, we'll give it 2 useless traits and 2 useless actions, nobody will use them and they will be crap but hey, it's needed to reach the 15/11 numbers!

    Wanna talk about Conjurers? They had SIX elemental spells and SIX debuffs, now they're getting just 3 elements... And Thaumaturges, all of a sudden and for no reason, after being the masters of life and death (light and dark spells) get 3 conjurer spells...


    Maybe I need to cool my mind off a bit, but several days have passed already and that action list (even the couple of JOBs action, look like... nothing fantastic or that makes you want to scream: "hey! can't wait to try that!" or "can't wait to play with those!") with fixed numbers for ALL classes is just the biggest crap decision I read since the afterlaunch of the game.

    Really... makes you wonder if they're trying to drive people away only to make them come back with 2.0.
    After so many successful things achieved by Yoshi-P's team, despite high and lows, I totally didn't see this coming...

    Someone help me cool down please I was so excited and now I Feel this uncommensurable feeling of disappointment...
    (3)

  8. #8
    Player
    Alcide's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    502
    Character
    Apathy Emerald
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    I'm not worried about the debuffs, they'll come back eventually.

    But water not being an attack spell is BS
    (0)

  9. #9
    Player
    DGMart's Avatar
    Join Date
    Jun 2011
    Posts
    225
    Character
    Jor El
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    So what i'm really hearing is 1 step forward with the class adjustments, and 2 steps back with no enfeebles. I don't get the logic. I guess the Devs just want us to enfeeble mobs through bonus combos and don't want us to double up on enfeebles. Which is fine i guess but enfeebles was part of the casters repertoire.
    (4)

  10. #10
    Quote Originally Posted by DGMart View Post
    So what i'm really hearing is 1 step forward with the class adjustments, and 2 steps back with no enfeebles. I don't get the logic. I guess the Devs just want us to enfeeble mobs through bonus combos and don't want us to double up on enfeebles. Which is fine i guess but enfeebles was part of the casters repertoire.

    Well since we're bringing logic into this:

    They make up the tiniest of spell count for WHM/BLM path compared to jobs like Time Mage, 'Green Magic', Geomancer, Blue Mage/Magic (the main enfeebler), Red Mage, (insert tons of FF Tactics enfeeblers here).and so on.

    So yeah it's always been a part of a caster's grimoire, but conjurer in FFXIV is different from the original conjurer, which was a pseudo summoner with white/black magic attached to it, so in the end we have to wait and see what's planned, since Combos and previous BRs were the way XIV enfeebled enemies, since prior to skill adjustments, they were (and still are) almost useless to cast. Some have it's uses (Absorbs) but honestly? They make such a minute difference at the present time it's a wasted slot.
    (2)

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