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  1. #11
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Wayfinder3 View Post
    Not sure what it would bring to the table worth making it a role. You could easily make a int melee that does magic damage but has no cast times at all. I don’t think it really warrants it’s own role
    You aren’t wrong, but the idea was to make a different type of play style under guise of a role. If that makes sense.
    Where Melee DPS are about strict positioning and combos, I propose a role that mirrors some sort of action/tab targeting system. Basically allows more freedom in combat.
    (0)

  2. #12
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by EdwinLi View Post
    snip
    This is what I was going for! Perhaps people aren’t on board because I have fully fleshed out my idea, but I do intend on expanding this though!
    (0)

  3. #13
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    I've developed a Job whitin this "Category".
    They use a new type of skill called "Weaponspell". These actions are instant when near 5y, but for 6y or more they have cast timers. They buff the next Spell used too, and a lot more.

    Take a look in the link below.
    (1)
    Last edited by LeoLupinos; 06-05-2018 at 11:05 AM.

  4. #14
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    My point is, how does doing magic melee damage make them any different then an actual melee dps. blm and smn doing magic damage doesn't matter except with very niche buffs. thats why these 2 are so high on the dps latter because magic utility sucks in this game when compared to physical alternatives. Making a magic melee a role doesn't do much of anything because if you design to buff casters and it's too strong, you'll have a magiuc equivalent to the piercing meta, but if you make it too weak. it's just another job thats going to get shafted by NIN/DRG
    (0)
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  5. #15
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by EdwinLi View Post
    I am in support for a Magic Melee Job especially a DPS focused one.

    While it seems most people are just saying No to it because "We have ninja" or other reasons that make sense to them
    You missed the point, the question isn't if we should add a melee magical job but should we add a category, like ranged, caster, melee, healer or tank.

    Adding aelee caster job would be amazing, I'd love to have one. But adding an entire category would be a mistake imo and I brought up a few reasons why.
    (0)

  6. #16
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Magical melee doesn't matter that much imo. I want to see a combo-less melee far more than I want to see a melee mage, though there are plenty of melee/mage hybrids. A Garlean Gunblade class would work as a nice hybrid and could be introduced next expansion as a counterpart to NIN. Ideally something that played like a mix between SMN and DRK with a focus on resource management, and maybe rewarding stacking skill speed as there isn't really a physical class that does that, despite BLM doing that on the spell side. In that case it'd probably focus its spells into its oGCD like NIN does.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  7. #17
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by wereotter View Post
    They missed the opportunity to make a magical melee with red mage. I had hoped, and assumed it would be more fencer based sharing ninja’s scouting gear and just having it’s magical attacks scale off dexterity, just like ninja’s do.

    Problems:
    1) Having cast times while in melee range is analogous to being a melee with animation lock on every GCD. This would be a huge issue for surviving mechanics while keeping up DPS. Unless a RDM's spells had no cast time, at which point they're basically just a melee but with "magic-looking animations" with a 3y range like melee GCD.
    2) Mages have lower physical defense and HP than melee because they don't have to move as often and fewer mechanics target them. If a close-range mage were to be made, there would need to be some adjustments made to their equipment or perhaps a new class of gear for them that had high INT but also decent VIT like striking/maiming. That would mean another denominator when gear drops, as we already have 1/6 or 2/6 drop rate with Fending, Healing, Casting, Striking, Scouting, and Maiming, and adding another class of gear for magic-melee would be a 1/7 or 2/7 drop rate on equipment from raids.
    (0)
    Last edited by Jonnycbad; 06-09-2018 at 02:12 AM.

  8. #18
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Jonnycbad View Post
    Problems:
    1) Having cast times while in melee range is analogous to being a melee with animation lock on every GCD. This would be a huge issue for surviving mechanics while keeping up DPS. Unless a RDM's spells had no cast time, at which point they're basically just a melee but with "magic-looking animations" with a 3y range like melee GCD.
    2) Mages have lower physical defense and HP than melee because they don't have to move as often and fewer mechanics target them. If a close-range mage were to be made, there would need to be some adjustments made to their equipment or perhaps a new class of gear for them that had high INT but also decent VIT like striking/maiming. That would mean another denominator when gear drops, as we already have 1/6 or 2/6 drop rate with Fending, Healing, Casting, Striking, Scouting, and Maiming, and adding another class of gear for magic-melee would be a 1/7 or 2/7 drop rate on equipment from raids.
    If a Red Mage, by my original description, was using scouting gear, then your argument about defenses and vitality is null as the stats would be identical to ninja, and like ninja, magic doesn't have to be based off INT. Ninja has it's magic attacks based off DEX, paladin has its magic attacks based off STR, and all healers have their magic attacks based off MND.

    I don't know exactly how it all would work in practice, but if red mage was, as I was hoping, primarily a fencer and using spells as a secondary form of damage, think how samurai works to build up sens then having a cast time to use them up, then you've got a melee DPS that can their attacks deal magic damage, as opposed to piercing, that could have some other unique quirks. Obviously that's not how the job was implemented in the end, which is why I also said they missed the opportunity for a magical melee when they designed the job.
    (0)
    Last edited by wereotter; 06-09-2018 at 04:53 AM.

  9. #19
    Player
    JohnnyDevo's Avatar
    Join Date
    Jun 2016
    Posts
    190
    Character
    J'majha Devo
    World
    Midgardsormr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Hasrat View Post
    No cast tune means Spell Speed, a stat present on many Disciple of Magic gear sets, would be useless
    I've seen this propagated a lot. Along with people saying "yeah spell speed is bad on red mage, for example, because every other cast is instant".

    This is wrong. yes spell speed is terrible on red mage, but not for this reason.

    The primary important function of spell speed is to reduce the recast times. Lowering the GCD raises the amount of GCDs you can get in a fight, and thus raises your dps. Every spell has a recast time. And thus benefits from spell speed, insta-cast or not. The cast times reducing are just icing on the cake, and meant to keep the cast-vs-recast time proportional. For example, a black mage's fire IV is 2.8s cast and 2.5s recast. If spell speed reduces the cast time to 2.5 seconds, the recast is reduced to 2.25(ish) seconds. The ratio is the same, and both are reduced.

    In reality, aside from skill speed increasing auto-attack potency, the stats are functionally identical. I don't know why they don't just combine them into "Haste" or something.
    (1)

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