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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Its to fit more with the theme of the class, and to make Clerie the best at reviving. in addition let say your tank dies, you are sacrficing yourself for the team.
    (0)

  2. #2
    Player
    Sparker's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    108
    Character
    The Dude
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Brightshadow View Post
    Its to fit more with the theme of the class, and to make Clerie the best at reviving. in addition let say your tank dies, you are sacrficing yourself for the team.
    With the current system, that would be no benefit. Who cares if the tank has to run back from the crystal, or the mage? Maybe if the tank had no weakness, then I could see it maybe be worth while.

    Would be more interesting to have an instant raise that use 50% of each party member to revive someone. That would be fun risk/reward in a battle. Have to time it right for the healer to be ready to heal the party, and the tank would be back in action instantly. Just not a fan of the trading 1 dead member for another. my .02
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  3. #3
    Player
    Choc's Avatar
    Join Date
    Mar 2011
    Posts
    68
    Character
    Choc Semnal
    World
    Cactuar
    Main Class
    Carpenter Lv 22
    A huge change I always wanted done to the DOM is the elmination of the AOE effect or at least change it. The multiple confirmations it requires is boring and a waste of time. Also while it would be something everyone would complain about, it would give more spells to the game to have both single and aoe spells. More thought would have to be put into your equipping of actions, as you would have to decide if you want that aoe fire or single fire or both on your bar.

    Or just change it to more classic ff AOE setting. If you want aoe on fine, but it halves the effectiveness of the spell. The first day I tried using aoe I was amazed that they did it the way that they did. You would be able to decide if you want a group cure, or a stronger single target cure and would actually provide a bit of thought to healing, though it still would be painfully simple.

    I also kind of feel left out being a mage and not really having much use for tp. Theres the lowbie skills, an aoe attack and a part damage skill between both mages, I always thought it would be neat to have some kind of different heal as a tp skill, or have spells generate tp and some spells cost tp.
    (1)

  4. #4
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    *UPDATE Original Post*
    -Added a comment on the top of the OP (On my theory of balancing cross use of skills)
    -Improve details on Cleric class
    -Changed a couple of things to the adjustments of the other classes.

    Randis

    i dunno... Cleric sounds exactly like the kind of mage i would not want to play.
    I did like the more aggressive approach SE had on the mages.

    Instead i would like to have Summoner, Geomancer, Necromancer
    I agree I would also love a Pet class in the future, and Geomancer is basically Conjurer they just need to add more traits for Conjurer that focus on the environment in the future. Necromancer is basically currently Thaumaturge without the pet they could however in the future add pets to Thaumaturge or find a way to make undead pets unique. The point is this class mostly is a buffer, healer which is a role I think should be a class of its own. Just how the armory system teaches you new things, each class should teach you different magic and that where Cleric come in they are the healers/buffers. In additional it would add the most needed Diversely to the current mage classes because currently they are just basically the same.
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    Sparker

    So.... you want to make sacrifice kill me when I raise some one, and for this awesome bonus I have to wait until I am even higher in rank? What good does it do to kill someone to raise another, there are just as many dead people in the party.

    I do agree the biggest issue with the current classes is the DoM, they could easily be 3-4 different classes.
    I adjusted the effect of the spell sacrifice and made the older version into Resurrect. In addition I improved the effect. Anyways to the point as said in the OP the main point of this would be for Emergencies. Let say this example your whole party is dead your the last one alive with 10HP, you cast this on the tank he revives with Full HP no weakness making it pretty useful.
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    Cairdeas

    I'd prefer if the next magic based class was something like Mimic being used as a branching point to be the way they implement Blue Magic into the game. And instead of it being Cone, or Circle Magic AOE it can be Line of Sight hitting everyone between you and your target for the spell. but unlike cone that spreads wide or Circle that just hits in one large area.
    I agree 100% with you I love Blue mage and am all for it, but I suggested this class first because since the game is still in its early stages it can still be possible to add this class unlike in the future when they already start adding new spells, and balance everything out. Now as for Blue mage its Monster skills so there will always be the possibility to add the class. I was gonna suggest that one too but since I don't know all the mobs abilities I decided to skip it.
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    With the current system, that would be no benefit. Who cares if the tank has to run back from the crystal, or the mage? Maybe if the tank had no weakness, then I could see it maybe be worth while.

    Would be more interesting to have an instant raise that use 50% of each party member to revive someone. That would be fun risk/reward in a battle. Have to time it right for the healer to be ready to heal the party, and the tank would be back in action instantly. Just not a fan of the trading 1 dead member for another. my .02
    I adjusted the raise spell, and thats pretty interesting taking the other party members HP to raise another member but I decided not to add it, since some players would not be happy about you taking there HP to revive another member especially in battle.
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    Choc

    A huge change I always wanted done to the DOM is the elmination of the AOE effect or at least change it. The multiple confirmations it requires is boring and a waste of time. Also while it would be something everyone would complain about, it would give more spells to the game to have both single and aoe spells. More thought would have to be put into your equipping of actions, as you would have to decide if you want that aoe fire or single fire or both on your bar.

    Or just change it to more classic ff AOE setting. If you want aoe on fine, but it halves the effectiveness of the spell. The first day I tried using aoe I was amazed that they did it the way that they did. You would be able to decide if you want a group cure, or a stronger single target cure and would actually provide a bit of thought to healing, though it still would be painfully simple.

    I also kind of feel left out being a mage and not really having much use for tp. Theres the lowbie skills, an aoe attack and a part damage skill between both mages, I always thought it would be neat to have some kind of different heal as a tp skill, or have spells generate tp and some spells cost tp.
    I agree with making AOE spell version being weaker that way there will be more tactic to using the single and AOE version of spells. I also agree with the TP mage idea since there a plain MP mage, a blood mage MP/HP, but no TP mage so I added that aspect to the original idea.
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    Anyways I adjusted the OP check it out , also if you have any feedback or ideas just post it .
    (0)
    Last edited by Brightshadow; 03-22-2011 at 02:10 AM.