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  1. #151
    Player
    Mieck's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    252
    Character
    Mieck Corcoczeck
    World
    Ragnarok
    Main Class
    Dark Knight Lv 100
    Enfeebling seems to be something that will go along with other actions and spells. In a battle system where you have a limited number of actions, you make those actions do more. Go check out any 4th Ed D&D setup.

    Also, I don't get the obsession with having an equal nuking spell for all elements - the community will quickly determine which is the most effective (due to gear selection/materia selection/weakness of preferred leveling enemies/etc) and shun the others, so might as well side step that entire issue and give them much more scope. A thunder spell against an enemy strong against thunder is suddenly much more attractive when it has a chance to stun as well as do some damage.
    (4)
    Last edited by Mieck; 11-22-2011 at 06:23 AM.

  2. #152
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    No Silence? Those enemy mages are gonna give us the mad ouchies!

    Thanks for the update Rukkirri!

    I'm wondering aloud here for a moment:
    I wonder if enemies will still be able to Silence and Slow us or if their abilities will also change to reflect player adjustments.
    Or if the three guild mark attacks of War classes will be removed, making Slow more effective against us?

    I guess the Marauder resist enfeeble ability and the Conjurer Esuna-equivalent will play a bigger role in things now.
    (0)

  3. #153
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    Quote Originally Posted by Fiosha_Maureiba View Post
    No Silence? Those enemy mages are gonna give us the mad ouchies!

    Thanks for the update Rukkirri!

    I'm wondering aloud here for a moment:
    I wonder if enemies will still be able to Silence and Slow us or if their abilities will also change to reflect player adjustments.
    Or if the three guild mark attacks of War classes will be removed, making Slow more effective against us?

    I guess the Marauder resist enfeeble ability and the Conjurer Esuna-equivalent will play a bigger role in things now.
    i just dont get why they feel no crowd control is needed in this game, especially when their introducing a fight that incorporates several powerful moogles. also especially since we will all just be base classes without our lol"uber job" abilities.
    sounds like a sad gimp fest to me. being gimped is not a fun difficulty.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  4. #154
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Only thing the addition of an enfeebling class/job that I don't like is party set ups will now likely be:

    WHM + PLD/WAR + BRD + Enfeebling + 4DRG ... unless a monster has a particular weakness to magic. THM's likely won't get Ifrit parties now without enfeebles unless their damage output is greatly increased. MNK may be good if their wind attacks aren't magic based but rather physical based. I just hate "ideal setups" in a game. Like in XI right now the odds of you getting an AF3+1 item gathering pt if you're not a WHM/THF/MNK/BLM/BLU are pretty slim, nearly non-existent lol.
    (1)

  5. #155
    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 upset by the decision to give Cjn half the elements. Thaumaturge shuld have them all not Cjn.

    It doesn't matter if they have a crappy damaging out, it cools if a Cjn/Whm wants to DD, but why are you going to waste MP on DDing, leave it to the Thm/Blm.

    It also makes no sense they get that spell to use all there MP to deal damage to enemies around you. That clearly should be Thm/blm. Benediction should use all your MP to heal.

    Situation: White Mage uses benediction, all the mobs charge at them. Black Mage uses all their MP to use that DD spell. Now they hate should be on the black mage, and they have hate. Keeping the Whm alive, and potentially the whole party.

    It makes no sense for the Whm to be able to heal all HP, and then use the rest of their mp to do some kind of mega nuke. It's unfair.
    (1)

  6. #156
    Player
    RedAffinity's Avatar
    Join Date
    May 2011
    Posts
    382
    Character
    Au Rore
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    I see u cookin up a new mage with enfeebling spells SE

    /evilgrin
    (1)

  7. #157
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Rukkirii View Post
    Also, there are no paralyze/poison/silence/absorb/slow and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
    I'm not sure, but it sounds to me like the Development Team has no plans to implement enfeebling magic (to any class or job ... ever) unless the community absolutely forces them to do so.

    The elemental split I understand, though. It will just take a little time to deprogram modern Final Fantasy elemental metaphysics from my mind, and go back to more old school metaphysics.
    (1)

  8. #158
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    Quote Originally Posted by Jinrya-Geki View Post
    I am upset by the decision to give Cjn half the elements. Thaumaturge shuld have them all not Cjn.

    It doesn't matter if they have a crappy damaging out, it cools if a Cjn/Whm wants to DD, but why are you going to waste MP on DDing, leave it to the Thm/Blm.

    It also makes no sense they get that spell to use all there MP to deal damage to enemies around you. That clearly should be Thm/blm. Benediction should use all your MP to heal.

    Situation: White Mage uses benediction, all the mobs charge at them. Black Mage uses all their MP to use that DD spell. Now they hate should be on the black mage, and they have hate. Keeping the Whm alive, and potentially the whole party.

    It makes no sense for the Whm to be able to heal all HP, and then use the rest of their mp to do some kind of mega nuke. It's unfair.
    i totally agree with this.

    CNJ/WHM get non gimped Buffs, Heals, several nukes AND an ultimate nuke.
    THM/BLM literally just gets a couple of nukes. No non gimped heals, buffs or an ultimate nuke.
    CNH/WHM looks like the ideal all around mage class while the other does not.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #159
    Player
    Zangetsu's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    179
    Character
    Kory Zangetsu
    World
    Excalibur
    Main Class
    Black Mage Lv 72
    Water keeps you alive!
    (0)

  10. #160
    Quote Originally Posted by Sorel View Post
    I'm not sure, but it sounds to me like the Development Team has no plans to implement enfeebling magic (to any class or job ... ever) unless the community absolutely forces them to do so.

    The elemental split I understand, though. It will just take a little time to deprogram modern Final Fantasy elemental metaphysics from my mind, and go back to more old school metaphysics.
    It's more like, if it can be fit into a strategy situation since combos can already enfeeble.
    (1)

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