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  1. #11
    Player
    Ramsey's Avatar
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    Aug 2011
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    Ul'dah
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    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    They broke the potential of having elements make a lick of sense when they removed (wtf?) water from the game, gave wind and earth to white mage, and made black mage elemental spells functionally different between elements.

    Unless they change the way elemental spells are setup in 2.0, they're inevitably going to make elemental weaknesses meaningless. Which, when compared to FFX, I feel like they already are.
    (5)

  2. #12
    Player
    Tonkra's Avatar
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    May 2011
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    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Well doesnt it belong to Final Fantasy (offline titles as well) that every mob has its element weaknesses? which i think is an interesting factor and makes it special.


    The PROBLEM is.. since they switched the skills and left one element completely out is.. that you have in each situation only one mage with the right element.


    in FFXI the BLM has access to ALL Elements.. he can switch easily to any element depending on the enemy he attacks.. the same with the conjurer in FFXIV pre 1.20 where he had all elemental spells.
    and the thm had light and darkness which are almost outside the elemental wheel.

    that was really balanced. but now we have a really inbalance. conjurer has just 2 elements.. and the blm just 3. and one is totally missing..


    splitting that many elements on two or three mage classes is not a good idea with these elemental weaknesses of the mobs. i think i would more shout for.. switching all elements over to blm and give whm the lightspells back.
    sounds boring .. but it seems weird to me, to split the elements into two or three classes


    and as a blm you spam thunder most of the time... (ice is mostly useless in damage)
    (4)
    Last edited by Tonkra; 04-17-2012 at 10:31 AM.

  3. #13
    Player Riv's Avatar
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    Mar 2011
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    Ul'Dah
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    1,107
    Character
    N'aivir Alexaire
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Firon View Post
    If every mage that is gonna come out in this game they are gonna need to make every class have every element, tbh cause one day a blm can't do content cause everything is strong vs thunder,fire,/ice.
    Because one class should be effective against everything in the game.
    (0)

  4. #14
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by RockVolnutt View Post
    If you're too stubborn to make your character more robust to play a game mechanic, then that's your fault.
    Just because a preferred playstyle didn't matter in Final Fantasy XI does not mean it should also not matter here. If a guy wants to play BLM he should be allowed to do so with minimal penalties. I can understand something like a 2-5% difference, but outright excluding a job/class is really unacceptable by today's standards.
    Quote Originally Posted by Dragon View Post
    It'd be nice to see more MMORPGs adapt an elemental wheel themselves, really.
    That's until your favorite job or class ends up getting locked out of content. I still remember how Arcane Mages and Moonkin couldn't do Karazhan runs because of the mobs in there that were resistant to arcane damage sources.
    If everyone performs the same against all mobs there's no point in having different classes, in which case you could just remove all jobs from the game except one.
    Ah, a modified version of the hybrid apocalypse nonsense. WoW's class balance says "hi". It is very possible to have jobs performing equally or near equally. The job system is not an excuse for not doing so.
    (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)

  5. #15
    Player
    Ramsey's Avatar
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    Aug 2011
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    Ul'dah
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    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Tonkra View Post
    switching all elements over to blm and give whm the lightspells back.
    sounds boring .. but it seems weird to me, to split the elements into two or three classes
    The devs attempting to reconcile class lore with their 1:1 class:job system and a 15 action limit is what happened.

    The system doesn't make any sense... what the new class/jobs have turned into in no way resemble their original classes, where conjurer was focused on elements, and thaumaturge was focused on dark and light. The lore for the classes no longer matches the abilities, and it's strange and depressing.

    I really hope they figure out a better way to reconcile CON, THM, WHM & BLM, a way that makes sense, and leads to a compelling and interesting elemental system.


    Quote Originally Posted by Duelle View Post
    WoW's class balance says "hi". It is very possible to have jobs performing equally or near equally. The job system is not an excuse for not doing so.
    You're assuming that the situation Blizzard created in WoW is desired by everyone playing any MMO everywhere. Certainly, the people on the other side of this argument are no better at times, encouraging content that outright negates the use of certain jobs, leading me to believe they have a less than satisfactory understanding of the word balance.

    However, I don't agree with your premise, based on the fact that balancing things the way you're talking about, where element means nothing, or at most a few % points, is an adequate solution. You say balanced, I hear boring.

    I do agree with the premise that each class should be able to have a place in any content though. The way you accomplish this is by balancing the content overall against a varied group. In the course of an instance you should fight enemies resistant to certain types of damage, so that in some situations one type is more effective, and in others another type. And in the case of bosses, various phases or multi-enemy bosses that require coordination of damage types. Ensuring that all jobs can perform.

    Balancing all the content so that every job performs evenly at every task on every enemy is not what I want, and probably what people are so counter to.
    (5)
    Last edited by Ramsey; 04-17-2012 at 10:48 AM.

  6. #16
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    4,948
    Ah, a modified version of the hybrid apocalypse nonsense. WoW's class balance says "hi". It is very possible to have jobs performing equally or near equally.
    WoW's class balancing isn't perfect or even close to it.

    You accuse me of hybrid apocalypse nonsense, when what you are proposing is essentially that.

    You say balanced, I hear boring.
    Pretty much this. I'm not even disputing that what you suggested might improve balance. But you don't have to take out distingushing features to obtain that balance.

    They broke the potential of having elements make a lick of sense when they removed (wtf?) water from the game, gave wind and earth to white mage, and made black mage elemental spells functionally different between elements.
    1) I'm sure water will come back.

    2) It's worth noting that other final fantasy games used a similar setup to what FFXIV is using. in FFTA and FFTA2, Aero and Water were learned by Bishop, which otherwise shares a lot of White Mage's functionality. It also learns Stone, though Stone in that game causes petrification, rather than damage. Black Mage traditionally has only had fire ice and thunder since the beginning of the series.

    3) I can understand being bothered by the functional differences, but it honestly makes the job more interesting and allows it to work better with the combo system. I like how many of the spells can inflict relevant status effects, in particular. Black Mage would be a lot more dull if all the spells were identical except for their element (and would be even more dull if the OP's suggestion were implemented so that there was no elements or minimal difference between elements)
    (5)
    Last edited by Alhanelem; 04-17-2012 at 11:18 AM.

  7. #17
    Player
    Firon's Avatar
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    Mar 2011
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    Ul'dah
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    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Tonkra View Post
    Well doesnt it belong to Final Fantasy (offline titles as well) that every mob has its element weaknesses? which i think is an interesting factor and makes it special.


    The PROBLEM is.. since they switched the skills and left one element completely out is.. that you have in each situation only one mage with the right element.


    in FFXI the BLM has access to ALL Elements.. he can switch easily to any element depending on the enemy he attacks.. the same with the conjurer in FFXIV pre 1.20 where he had all elemental spells.
    and the thm had light and darkness which are almost outside the elemental wheel.

    that was really balanced. but now we have a really inbalance. conjurer has just 2 elements.. and the blm just 3. and one is totally missing..


    splitting that many elements on two or three mage classes is not a good idea with these elemental weaknesses of the mobs. i think i would more shout for.. switching all elements over to blm and give whm the lightspells back.
    sounds boring .. but it seems weird to me, to split the elements into two or three classes


    and as a blm you spam thunder most of the time... (ice is mostly useless in damage)
    Not true not every mob in a Ff title has a weakness only a few which is what i suggested.

    Because one class should be effective against everything in the game.
    This will be one of the reason why this game wont be popular if ppl can't play the class they want. If they can't fix small problems like this it will continue to have 10k subs.

    I'm still waiting for you how a mob being weak to a element makes it complex. Also you say if the remove it they all become the same. If anything most of the mage classes in XI was the same cause they all had the same water down spells so they could all do dmg equally cause they all needed fire,ice,wind,water,lighting,earth.
    (0)
    Last edited by Firon; 04-17-2012 at 11:45 AM.

  8. #18
    Player
    DeadRiser's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Narfalicious View Post
    My only problem with it is how focused blackmages are, single target if its resistant to lightning, don't bother, same with aoe and fire.
    This... I think.

    If it's resistant to lightening and there are too many strong mobs, you usually don't have a black mage in the party.
    (1)

  9. #19
    Player
    Firon's Avatar
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    Ul'dah
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    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by DeadRiser View Post
    This... I think.

    If it's resistant to lightening and there are too many strong mobs, you usually don't have a black mage in the party.
    This is the problem I am speaking of. What if they want to make more classes that would use only water earth and wind spells. Then what you gonna lock ppl out of content cause of some silly ele wheel.
    (0)

  10. #20
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    Surely the problem is not the elemental wheel but the fact that the single job that is supposed to be a magical attacker can't attack in every element. Maybe a non-elemental nuke is called for, ultima/shadowflare/comet/meteor etc have all been this type of spell in past FF games, why not do the same here?
    (1)
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