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Thread: Debuff class?

  1. #1
    Player
    JTSpender's Avatar
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    Nov 2011
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    Limsa Lominsa
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    39
    Character
    Kyle Spender
    World
    Hyperion
    Main Class
    Arcanist Lv 90

    Debuff class?

    One thing I think a lot of people noticed in the recently posted action list was the absence of a lot of the core debuff spells (para, silence, etc). I'm curious... is this a shift in the battle system so that we don't need those spells/abilities, or just keeping the other mages from doing too much to open up design space for a debuff class or two? I was actually originally expecting that the debuffing duties in this original set of classes/jobs were going to be shifted onto the BRD, but they still seem mostly buff-focused.

    I really enjoy buff/debuff classes so I hope there's one forthcoming. Though... as someone who played and really enjoyed RDM in FFXI, I would ask that RDM not be the main buff/debuff job this time around. Make that Scholar, or maybe Geomancer since Yoshida said that's popular and highly requested in Japan.(Actually, Scholar class -> Geomancer job could be a sweet combo. Or some kind of oracle/doomsayer -> Time Mage.) Let RDM be the magical fencer people keep wanting it to be. I think something that wasn't a straight-up caster but that behaved more like Dancer from FFXI but shot off spells instead of flourishes would be pretty sweet.
    (3)

  2. #2
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    When you create a Job around debuffing, you make it necessary in all important encounters from that point on (otherwise they would be useless or the content too easy).

    We will already need a Tank, DPS, Healer and Buffer for every encounter like that. Do you seriously want yet another archetype to look for when you want to do something? I don't.
    (1)

  3. #3
    Player
    Shneibel's Avatar
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    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by JTSpender View Post
    One thing I think a lot of people noticed in the recently posted action list was the absence of a lot of the core debuff spells (para, silence, etc). I'm curious... is this a shift in the battle system so that we don't need those spells/abilities, or just keeping the other mages from doing too much to open up design space for a debuff class or two? I was actually originally expecting that the debuffing duties in this original set of classes/jobs were going to be shifted onto the BRD, but they still seem mostly buff-focused.

    I really enjoy buff/debuff classes so I hope there's one forthcoming. Though... as someone who played and really enjoyed RDM in FFXI, I would ask that RDM not be the main buff/debuff job this time around. Make that Scholar, or maybe Geomancer since Yoshida said that's popular and highly requested in Japan.(Actually, Scholar class -> Geomancer job could be a sweet combo. Or some kind of oracle/doomsayer -> Time Mage.) Let RDM be the magical fencer people keep wanting it to be. I think something that wasn't a straight-up caster but that behaved more like Dancer from FFXI but shot off spells instead of flourishes would be pretty sweet.
    from a old old OLD interview with Yoshida, Arcanis ll be a debuff class with machine & magic trap
    (0)

  4. #4
    Player
    Airget's Avatar
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    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 90
    I would say based on what we've seen with the class skills, the game is shifting focus on abilities that continue the flow of combat. With enfeebles as they were in terms of silence, para and such they in a sense have a stagnative feeling in the fact they don't do any damage to the monster so if you're a player trying to get an enfeeble/debuff to stick countless time, you are slowing down the pace of combat because you are focusing on enfeebling rather then inputting damage.

    I believe enfeeblers will come back but as seen with some of the magic abilities, the enfeebles will do damage as well as have a chance to enfeeble so that the flow of combat is always moving forward.

    For quick examples here are the following:
    -∟CNJ Mag. 9 O Target AoE Deals wind damage to all enemies within range of the target. Chance to dispel an effect.Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
    -CNJ Mag. 10 Deals earth damage to the target. Chance to reduce evasion against earth magic.
    -THM Mag. 4 O Self AoE Deals ice damage to all enemies within range. Chance to inflict Bind.
    - ∟THM Mag. 9 O Deals lightning damage to target. Chance to inflict Stun.Combo: THM Magic 8, Bonus: Increased damage and reduced cast time when Stun fails to trigger.
    BLM Mag. 3 O Self AoE Deals fire damage to all enemies within range. Chance to inflict DoT effect.

    As it stands now the only enfeeble type that doesn't do dmg, which it shouldn't is sleep since that acts more like a pacing tool to control pace of battle. As for the other enfeebles though I wouldn't be surprised if we see them come back in the form of dmg+enfeeble effects.
    (0)

  5. #5
    Player
    Jinko's Avatar
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    Gridania
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    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Yup Arcanist > Geomancer most likely.

    Agree Fencer > Red Mage would be good match up, they should specialise in adding en spells (enfira etc) to the party.
    (1)

  6. #6
    Player
    Tonkra's Avatar
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    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    you really think that that list was complete? i dont think so at all. but well lets see. or do you think they removed shell, poison, bio, hp drain, shockspikes etc. as well?! a black mage not having poison spells?


    NOT


    oh man...
    (0)
    Last edited by Tonkra; 11-21-2011 at 08:00 AM.

  7. #7
    Player Alerith's Avatar
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    Ul'dah
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    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Tonkra View Post
    you really think that that list was complete? i dont think so at all. but well lets see. or do you think they removed protect, poison, bio, hp drain etc. as well?!


    NOT


    oh man...
    The list IS complete. They said 15 actions per class (not counting traits). If you count, they all have 15. So yes, Dia, Bio, etc. is currently not included.

    So the only thing the list didn't show was traits.
    (2)

  8. #8
    Player
    Firon's Avatar
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    Ul'dah
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    Character
    Firon Veleth
    World
    Excalibur
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    Thaumaturge Lv 50
    I would love for bio to be an powerful spell like in the old FF instead of some stupid Debuff
    (0)

  9. #9
    Player
    Tonkra's Avatar
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    Quichy Sturmbruch
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    Ragnarok
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    Thaumaturge Lv 59
    Quote Originally Posted by Alerith View Post
    The list IS complete. They said 15 actions per class (not counting traits). If you count, they all have 15. So yes, Dia, Bio, etc. is currently not included.

    So the only thing the list didn't show was traits.
    so as a black mage you dont have shockspikes, poison, bio, hp darin.. and as a whm you dont have shell (i only can see protect and stoneskin in the list from the descriptions), banish, dia well that sucks really for a great "reformation"

    a reason more not to pay for the beta progress right now. thats a joke. 15 skills per class.

    i imagine the discussion between the dev team:
    "what the class has 16 skills? wtf. we talked about only implementing 15 skills for each class. ah well remove the cure skill from the conjurer so we dont violate our agreement."


    is that a joke or what?

    you can not make balancing according to just a stupid strict number? a mage often needs more skills than others.
    (1)
    Last edited by Tonkra; 11-21-2011 at 08:20 AM.

  10. #10
    Player
    Urthdigger's Avatar
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    Mar 2011
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    Gridania
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    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    I would love to see debuffs moved to Alchemist. Yes, you heard me right. They have all those poisons that used to be used for en-status weapons. Simply make those poisons apply a buff onto the user that lets them have a chance of applying a debuff on each melee swing.
    (3)

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