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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80

    Suggestion to give the Magia Board more impact

    The Magia Board was heavily advertised as the backbone of Eureka, where combat would gravitate a lot around it.

    In reality, though, the system ended pretty shallow, simply being "put 5 magicite on one element and rotate when needed" or "2/3 magiite to balance offense and defense".

    What if we could use the Eureka items to give it a deeper impact ? With Pagos, we finally have items with combat bonuses other that raw stats. And those items (IIRC) can be worn by every job. But what if there was some additionnal effects depending on your magia level ?

    For example, having two water levels could give you some kind of Auto-Regen, having two wind levels could give an additionnal haste, or movement speed, etc...This way, you would actually have to set up your magia board to spend some magicite for activating the effects while still retaining some to boost your damage dealt or reduce damage taken. You would also have to chose your items more carefully, as some of the effects could requires different magia elements so you can't activate all of them at the same time. And the same item could have several effects wth one more fit for a tank, one more for a healer, etc...

    I think it would make venturing in Eureka more engaging by offering some kind of "builds".

    What do you think ?
    (6)

  2. #2
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,251
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Unless they remove the current bonuses, there's not going to be really any bonus any element could offer that is better than damage+100%. Moreover, if they DID, people would just find the optimal DPS bonus, whether it's haste or crit or something, and spec into that while tank specs into the damage resistance. It would be an illusion of choice. The purpose of the Magia Board was to invoke the mechanics of past FF games where enemies had elemental weaknesses.
    (1)

  3. #3
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Or instead of outright removal they coulda made elemental materia eureka-exclusive in some capacity.
    (0)

  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Moreover, if they DID, people would just find the optimal DPS bonus, whether it's haste or crit or something, and spec into that while tank specs into the damage resistance.
    Not if you get your ass kicked because you ignore survival bonuses, or run out of MP because you decided that refresh wasn't worth it...Besides, it could still give more options to rotate your magia board during the fight. For example some bonuses could reduce the cooldown of your abilities, so you'd want to set them up to reach your next "burst" phase sooner, and switch back to full damage for that phase.

    Since Eureka takes some inspiration from FFXI, it would be like having a "haste set" a "damage set" a "refresh set", etc... and rotating through them without having to actually swap your gear.
    (0)

  5. #5
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,594
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    When they first mentioned the logos system I assumed it was going to replace/simplify the magia board to just be a role toggle.

    If they made different elements give you different stat boosts then people would always want to be the one that give the most combat advantage, and it would limit the camps people wanted to do to ones that are weak to the haste element or whatever.
    (0)

  6. #6
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,785
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    What gets me why don't we have 10 magicite's in Pagos instead of same 5 from Anemos when in quests thought we found more of it.
    (0)

  7. #7
    Player
    Kirsten_Rev's Avatar
    Join Date
    Aug 2018
    Posts
    171
    Character
    Kirsten Revenant
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by Reynhart View Post
    The Magia Board was heavily advertised as the backbone of Eureka, where combat would gravitate a lot around it.

    In reality, though, the system ended pretty shallow, simply being "put 5 magicite on one element and rotate when needed" or "2/3 magiite to balance offense and defense".

    What if we could use the Eureka items to give it a deeper impact ? With Pagos, we finally have items with combat bonuses other that raw stats. And those items (IIRC) can be worn by every job. But what if there was some additionnal effects depending on your magia level ?

    For example, having two water levels could give you some kind of Auto-Regen, having two wind levels could give an additionnal haste, or movement speed, etc...This way, you would actually have to set up your magia board to spend some magicite for activating the effects while still retaining some to boost your damage dealt or reduce damage taken. You would also have to chose your items more carefully, as some of the effects could requires different magia elements so you can't activate all of them at the same time. And the same item could have several effects wth one more fit for a tank, one more for a healer, etc...

    I think it would make venturing in Eureka more engaging by offering some kind of "builds".

    What do you think ?
    I think they'd need to fundamentally alter Eureka first. Balance it around 2-5 person groups, say, instead of 8; the varied group sizes would benefit different builds, especially if more shared-damage moves were built into normal monsters. Maybe introduce force-spawn NMs that are only able to be fought by the spawning party - and give them proc mechanics along the lines of FFXI's Abyssea, with procs tied to the Magia Board in some form or fashion.

    As-is, though, Eureka still keeps with FFXIV's core combat principles: damage as fast as possible, with one person designated to be a primary tank. So long as that dynamic isn't modified, I fear the Magia Board is going to remain uninspired; at best, the min-maxing element will just grow more complex.
    (0)

  8. #8
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,129
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    it feels like the board had tremendous impact in anemos and they designed pagos in a way to intentionally nullify it's power.

    which says to me: we don't want it to be strong anymore but it already exists so we'll design everything so it just brings your power level to 'normal'
    (2)

  9. #9
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by hynaku View Post
    What gets me why don't we have 10 magicite's in Pagos instead of same 5 from Anemos when in quests thought we found more of it.
    I'm hoping we wind up with 15 pieces of Magicite at least by the end of things, but having none available in Pagos was definitely a step back.
    (0)

  10. #10
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kirsten_Rev View Post
    Maybe introduce force-spawn NMs that are only able to be fought by the spawning party - and give them proc mechanics along the lines of FFXI's Abyssea, with procs tied to the Magia Board in some form or fashion.
    Since they apparently wanted to kill the train in Pagos, I sure hope the next Eureka will use this kind of setup. It still baffles me how every one still run the train even though they gain close to nothing from the FATES and can actually navigate through the map since they don't have the aetherytes...

    But back on the topic, even with the current setup, you could do some interesting things. Since Eureka armor are tied to each job instead of archetype, you could really have very specific and situational bonuses. Having 5 magicite on earth could reduce the CD of HG for PLD, having 3 in water could increase Cure potencies for WHM, having some in Fire could reduce the recast of Raging Strikes every time you do a direct hit...

    You could also have cheap one magicite effect that remove positionals, remove a specific type of aggro or increase movement speed...

    The possibilities are huge, and since Eureka is a self contained content, it wouldn't really break anything.
    (0)
    Last edited by Reynhart; 09-10-2018 at 06:41 AM.

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