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  1. #11
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Jinko View Post
    They are more creative at everything IMO.
    I wouldn't say that. But spells and skills in FF games have always been pretty straightforward to use and understand.


    Waits for a why aren't you playing WoW then ?
    Doesn't have to do with the gameplay, has to do with the mad cash-grab that the game has become, the stupid as bricks lore, and because I just got plain bored of it. I may love some games, but there comes a point where I just can't play them anymore because I've done everything.
    (0)

  2. #12
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    I'm not very sure what the OP has against Astral and Umbral elements? I mean, it's not like our elemental relationship is centered around the Astral/Umbral relationship, unless I misunderstand things.

    Astral and Umbral are like our seventh and eighth elements, though they're combinations of elements. I think it's a pretty interesting and unique concept, and i'd sincerely like to see it worked on a bit more and used a little bit more often.
    (0)

  3. #13
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Pofo View Post
    While I understand what they were aiming for, which was having all classes having an equal amount of abilities, I do miss the diversity that mages had in the past. We lost so many amazing spells, Drain, Aspir, Absorb-Spells, countless debuffs (I understand some debuffs come attached to nukes now, but it's still not the same =\). The one thing that really bothers me more then the loss of Astral and Umbral spells is the fact that we lost water based nukes, it just feels like we have a hole in the elemental wheel, especially considering we still have things like Water Brand.. and the new Choker that has Water Magic Potency +20/25.
    I keep telling myself these changes must fit very well into the big picture... Just no one else gets to see more than 10% of the big picture

    Quote Originally Posted by Wolfie View Post
    They'll likely return, but on new classes. Having all the elements and debuffs on only two mage classes left no room for new mage classes.
    I do very much agree with this... I am very anxious to see how it plays out...
    There are 8 general mage rolls
    1. heal 2. buff/enhance 3. Enfeeble 4. Elemental Nuke 5. Astral Nuke 6. Umbral Nuke 7. DoTs 8. Summoner
    I was hoping to see each class generalize in 2 of these... and then get 2 jobs per class... that each branch off and specialize in one of the 2
    So 4 total mage classes, 8 total mage jobs
    But then Yoshi kind of did a hacksaw job on the classes
    He still might add a second job per class.. but any second job that is added to Thaum that is NOT an elemental Nuking class will feel awkward because that's pretty much all thaums do. Thaum doesn't even have the possibility of a job other than BLM

    Quote Originally Posted by Wolfie View Post
    WOW does indeed have that. I'm going catch a lot of hell for this, but Blizzard has always been way more creative with spells and skills in their games than SE has.
    That is both the gift and the curse of Final Fantasy... the beauty and the beast.
    One of the familiar elements is the spell list. Many spells are reused throughout the series. In fact, Magic is one of the biggest recurring themes. So a brand new game or franchise has more room to branch out with the magic... most people in FF expect to see Flare, Meteor, Aero, Ice, Fire, etc...
    There are some variables... Comet in some games as a low level meteor... Thunder/lightning/bolt (although they are arguably just a different name for the same thing)
    And these Astral and Umbral categories represented a chance for something fresh... hence the purpose of this thread

    Quote Originally Posted by Mychael View Post
    Well in the beginning of XIV, Umbral (essentially dark-based) and Astral (light-based) spells were pretty much all Thaumaturge had (the whole "power over life and death" thing). When they shuffled abilities, CNJ passed three elements to THM, and astral/umbral spells basically disappeared from the game. :< I miss them, and would like to see them back. ^^
    Thats the biggest issue....
    I am not stuck in the past... and I understand Yoshi has his vision. Maybe its a cultural thing in terms of how we approach problems....
    But the mage classes (Which indeed needed an overhaul) could have kept their basic ideas the same
    CNJ could get Cure and Cura, and tiers 1 and 2 of the elements (i.e. Fire and Fira but no Firaga or Flare), Then CNJ could get both BLM and WHM as job choices
    THM needed to be trimmed (Thaum didn't need heals or TP weaponskills).. but not so much. Thaum could have been the YING YANG of this game... something Final fantasy has never seen before. An Astral/Umbral Mage.....
    And the 2 jobs could have gone to 1 Astral and 1 Umbral.
    The Astral Mage job could have Astral nukes.. and since there aren't that many Astral Nukes to choose from, also have elements of time mage. Time mage was originally called "time/space mage" anyway
    The Umbral Mage job could combine the small amount of possible Umbral spells with DoTs
    Then you'd have a lot more variety and less class stacking... because there are now 3 mages that can do different types of damage

    Quote Originally Posted by Skies View Post
    I'm not very sure what the OP has against Astral and Umbral elements? I mean, it's not like our elemental relationship is centered around the Astral/Umbral relationship, unless I misunderstand things.

    Astral and Umbral are like our seventh and eighth elements, though they're combinations of elements. I think it's a pretty interesting and unique concept, and i'd sincerely like to see it worked on a bit more and used a little bit more often.
    Thats my point... I thought that was clear... I'm saying the Astral/Umbral was an innovative idea and yet the game seems to have veered away from them. I was just wondering would they return and in what capacity
    (2)
    Last edited by Rydin; 04-02-2012 at 01:33 AM.

  4. #14
    Player
    VoltaAsura's Avatar
    Join Date
    Feb 2012
    Posts
    533
    Character
    Volta Asura
    World
    Excalibur
    Main Class
    Thaumaturge Lv 61
    I'm pretty sure we will see the spells come back one day, the game still has many more years left, and who knows what will happen? I have a hunch to suspect that ARCANIST will be what THM was originally.
    (0)

  5. #15
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by VoltaAsura View Post
    I'm pretty sure we will see the spells come back one day, the game still has many more years left, and who knows what will happen? I have a hunch to suspect that ARCANIST will be what THM was originally.
    Not gonna lie to you... that would make my day...
    Its weird.. the original description of Arcanist made it sound like anything but an Arcane magic user
    I would love it if the new Arcanist focused on light and Dark
    (0)

  6. #16
    Player
    Arale's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    298
    Character
    Aylaine Gray
    World
    Midgardsormr
    Main Class
    White Mage Lv 80
    Arcanist is going to be Time magic or A/U in my opinion. A lot of time magic THM had is gone now so it makes sense to me. :3
    (1)

  7. #17
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Arale View Post
    Arcanist is going to be Time magic or A/U in my opinion. A lot of time magic THM had is gone now so it makes sense to me. :3
    I sure hope so... when arcanist was first discovered... someone found text that described arcanist as using magical traps or something...
    But Arcane magic IS A/U and time magic... So I'd be disappointed if Arcanist wasn't that
    (0)

  8. #18
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    They are in the 2.0 screenshot, i think its them anyway. http://www.heartcoregaming.com/wp-co...FFXIV_2_00.jpg

    Look on the bar for the enemy. (but it also shows Shell which has been removed...)
    (0)

  9. #19
    Player
    Scherwiz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    967
    Character
    Aeriscloud Scherwiz
    World
    Excalibur
    Main Class
    Bard Lv 100
    Quote Originally Posted by Jinko View Post
    They are more creative at everything IMO.

    Waits for a why aren't you playing WoW then ?
    Extremely creative at destroying a great RTS.
    (0)

  10. #20
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by viion View Post
    They are in the 2.0 screenshot, i think its them anyway. http://www.heartcoregaming.com/wp-co...FFXIV_2_00.jpg

    Look on the bar for the enemy. (but it also shows Shell which has been removed...)
    Shell as a status effect has not been removed... Shell as a spell has.
    Ironwill Unguent
    is an item that grants the effect "Shell"
    I do see the "Scourge" debuff though
    (0)

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