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  1. #211
    Player
    Deathmask's Avatar
    Join Date
    Jun 2012
    Posts
    76
    Character
    Alucardrx Tepes
    World
    Sargatanas
    Main Class
    Lancer Lv 46
    You are looking into it as a THM that is an OP class. Melee classes have it much slower and making it slower you are making mrd,pug,arch,gla and lnc classes a chore to level from 1-50.

    What they gotta do is either nerf THM/BLM spells damage or buff melee dmg to give them the same killing speed.
    (1)

  2. #212
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Quote Originally Posted by Chardrizard View Post
    People have treated Rokien with respect before, discussed his thread properly and all that, but everyone have their limit on how much stupidity they can take from a single person, especially since Rokien doesnt take no for an answer, if he wish others would treat him with respect, start treating others opinion with respect as well, Rokien may not have used foul language but to be respectful means knowing when to step down when clearly you are in the wrong. It just looked pathetic defending a clearly crap idea that everyone is against.

    This thread is good but very biased, i wouldn't go further as everyone has stated what i needed to say in pages before.
    Respect is simply the ability to accept someone as a whole no matter of there individual status.

    here's an example of respect. you see crippled person and apparently they've dropped there crutch, you attempt to pick it up for this person but they tell you they'll get it themselves in a cranky tone. (picking it up anyway maybe nice, but its disrespectful) or (telling them fine get it your self you cripple is rude and disrespectful). there are only two ways to respect this person. to leave them be, or to assist them in acquiring there crutch. ex. Hold them while they pick it up, so the person doesn't fall.
    (2)

  3. #213
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    As for the speed of battle, adding in tier 2 mobs in the mixing pot wouldn't be such a bad idea, you could also add chain stepping. the battle starts off slow but the more chains you get the quicker the mobs go down, this would put a stop to the killing 8 mobs in 3 seconds..which is totally retarded.
    (2)

  4. #214
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I'm not mocking Rokien. I'm actually proud of him posting a good topic. this is an actual discussion
    instead of a post of his opinion and people flame him. I don't ever agree with him but there is always
    a first.

    I would like to see some longer fights outside of primals and NM's. nothing over 3 minutes but a good
    60-180 second fight with a party from like beastmen mobs would be welcomed. I hate that Strongholds
    have so many mobs that it lags the zone. would be better with fewer mobs that were harder and that had to be
    killed to advance in the zone. the imperial SH is really disapointing that you can run through to the end and not fight.
    however I wouldn't want to fight the way it is now. Mob horde zones suck and are too laggy.
    (0)

  5. #215
    Player
    KoujiGeki's Avatar
    Join Date
    May 2011
    Posts
    1,390
    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armorer Lv 58
    wow rokien, an actually non trolling post i can actually agree with! A bit longer fights be kinda nice, but i ope SE doesnt nerf everyones dmg output to make the fights longer c.c.
    (1)

  6. #216
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    instead of nerfing mage dmg output, changing cast times, extending recast etc. why not just change how aoe works for mages. example each tier only hits a certain number of mobs ie: fire=1mob fira=2 mob, firaga=3 mob, firaja=4mob etc. this will still allow mages to be great and effective but not super beast like they are now.

    Yes thier still will be an aoe fest but a bit toned down which is the start to fixing the problem. Hopefully in 2.0 it will be fixed because jobs like samauri and dancer will be ineffective since they cant build any tp by the time a mob or mobs are dead.
    (1)

  7. #217
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Deathmask View Post
    You are looking into it as a THM that is an OP class. Melee classes have it much slower and making it slower you are making mrd,pug,arch,gla and lnc classes a chore to level from 1-50.

    What they gotta do is either nerf THM/BLM spells damage or buff melee dmg to give them the same killing speed.
    You're missing something with your adjustment. a THM/BLM uses MP which when they run out they have to restore. Also spells at lv 50 cost a lot of MP so if you aren't careful you'll find yourself without any MP to perform actions. Melee on the otherhand have the ability to continuously gain TP to perform abilities as well as combos which save them from using TP. a Mages combo only adds an extra effect to the ability it does nothing to save them MP. The balance is there people just prefer to use THM/BLM because of the pretty numbers but in a fight that may go on for quite a while you may find that the THM/BLM will tucker out after a set amount of time.

    Though perhaps to make things interesting some new bosses which could be introduced are perhaps ones that have AOE mp drain or counter mp drain when to many spells are cast on them at once. So if you have 4 THM/BLM in the party and they all cast a spell in a 30 second segment then the last one to cast the spell will be aspired and lose some MP. This isn't to say that having 4 THM/BLM would now be useless but it would just mean that said mages would need to stagger their abilities and find other ways to be useful during combat such as 3 THM/BLM target the boss while one waits for adds or perhaps they go on THM and support the WHM while also keeping an eye out for adds.

    Adding the same killing speed will only cause melee to become overpowered because then it turns into, what's the point of being a mage class when my abilities are 0 when I have no more MP, at least on a melee class I only need to use TP to use abilities.

    It's just the one thing you need to keep in mind, a THM/BLM strength comes from the fact that they use MP to cast their spells, without said MP they have no battle potency.
    (1)

  8. #218
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Airget View Post
    You're missing something with your adjustment. a THM/BLM uses MP which when they run out they have to restore. Also spells at lv 50 cost a lot of MP so if you aren't careful you'll find yourself without any MP to perform actions. Melee on the otherhand have the ability to continuously gain TP to perform abilities as well as combos which save them from using TP. a Mages combo only adds an extra effect to the ability it does nothing to save them MP. The balance is there people just prefer to use THM/BLM because of the pretty numbers but in a fight that may go on for quite a while you may find that the THM/BLM will tucker out after a set amount of time.
    You can easily fix this by giving BLM more MP refund mechanics and making refresh/MP regen scale with its secondary stat, Piety. You can then justify nerfed damage because the job would be getting more longevity.

    Though perhaps to make things interesting some new bosses which could be introduced are perhaps ones that have AOE mp drain or counter mp drain when to many spells are cast on them at once.
    There's also mechanics like this, which were interesting to deal with and very much encouraged MP management.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #219
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Randelmire View Post
    IMO longer fights doesn't fit with the chain system.

    I'm pretty sure that what was intended is fighting multiple ennemie one after another.

    Also there are some ennemies that are longer to kill already.
    You do know they got that system from ffxi right? It worked just fine.
    (3)
    Last edited by Rokien; 07-05-2012 at 02:12 AM.

  10. #220
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Airget View Post
    You're missing something with your adjustment. a THM/BLM uses MP which when they run out they have to restore. Also spells at lv 50 cost a lot of MP so if you aren't careful you'll find yourself without any MP to perform actions. Melee on the otherhand have the ability to continuously gain TP to perform abilities as well as combos which save them from using TP. a Mages combo only adds an extra effect to the ability it does nothing to save them MP. The balance is there people just prefer to use THM/BLM because of the pretty numbers but in a fight that may go on for quite a while you may find that the THM/BLM will tucker out after a set amount of time.

    Though perhaps to make things interesting some new bosses which could be introduced are perhaps ones that have AOE mp drain or counter mp drain when to many spells are cast on them at once. So if you have 4 THM/BLM in the party and they all cast a spell in a 30 second segment then the last one to cast the spell will be aspired and lose some MP. This isn't to say that having 4 THM/BLM would now be useless but it would just mean that said mages would need to stagger their abilities and find other ways to be useful during combat such as 3 THM/BLM target the boss while one waits for adds or perhaps they go on THM and support the WHM while also keeping an eye out for adds.

    Adding the same killing speed will only cause melee to become overpowered because then it turns into, what's the point of being a mage class when my abilities are 0 when I have no more MP, at least on a melee class I only need to use TP to use abilities.

    It's just the one thing you need to keep in mind, a THM/BLM strength comes from the fact that they use MP to cast their spells, without said MP they have no battle potency.
    They could also give black mage a MP augment, as Duelle said. They should have the most mp out of the two classes by far. Though, I feel they are lacking the MP, or maybe cut down on the mp cost of spells(they need to be reworked either way).
    (0)

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