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  1. #1
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100

    Spells! Spells...spells...spells!

    Was going to make more then one thread on each thing in the right places...but I'll just round them all up in one go.

    These are things in other FF games, yes...even FFXI...that I enjoyed greatly or generally made the lore of a real world FF game better.

    1. Scrolls
    I loved the concept of buying scrolls for spells from many games, not just FF. Going to different towns and areas to buy them or from monster drops and quests.

    2. Debuff spells
    Where did they go? Choke, Rasp, Frost, Burn, etc. I miss debuffing. It doesn't seem like a very deep game without the option of using such spells regardless if you want to argue they're overly useful or not.
    And never forget Tractor!

    3. Invis/Sneak
    A FFXI spell combo I found very fun and gave an excuse to make the world much more dangerous...forcing players to Invis and Sneak just to get by in many cases. Was also fun just running around aimlessly invisible around town and popping on people. Simple fun to complex necessity.
    (32)

  2. #2
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    Actually, I think they made a good choice by cutting everything down so much. The problem with XI was the same as this game when it launched. Too many spells gone to one class where it was just a melting pot of several different professions from past classic Final Fantasy Jobs.

    At least now they can implement these old spells here and there into roles that call for it in the future (which it looks like through feedback is their plan in a sense). XI was what it was. Let's leave it that way. If there is anything about XI that should be implemented in XIV it's general descriptions of what made a system in XI great. If you are looking for spells and abilities to tie in with the lore that wouldn't be made up with implementing tons of spells from XI. It wouldn't actually make sense at all.

    Same with end game content. I think a motivation and overall betterment for a new installment such as this would be words like, "Challenging", "Unique", "Engaging". And not "Make it like Nyzul Isle." It's boring and frankly, unoriginal and uninspiring too.
    (17)

  3. #3
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    No thanks on invis/sneak.

    They had to dumb down the reportoire of spells to refocus job balance and identity.

    I'd prefer it if spells didn't replace the usefulness of items.

    Other jobs have yet to be introduced. they will likely introduce more spells. Just wait.
    (4)

  4. 05-21-2012 10:09 PM

  5. #5
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    magic types is split like this.

    CNJ/WHM: Water/Wind/Earth

    THM/BLM: Fire/Ice/Lightning

    So, just wait for 2.0 for more spells.
    (0)

  6. #6
    Player Shosasosa's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    460
    Character
    Shosa Sosa
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Andrien View Post
    magic types is split like this.

    CNJ/WHM: Water/Wind/Earth

    THM/BLM: Fire/Ice/Lightning

    So, just wait for 2.0 for more spells.
    what water spells?
    (2)

  7. #7
    Player
    Pixi's Avatar
    Join Date
    May 2012
    Posts
    37
    Character
    Pixi Dust
    World
    Excalibur
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Shosasosa View Post
    what water spells?
    The ones we don't have now but will probably have after the level cap goes up.
    (0)

  8. #8
    Player
    Zyph's Avatar
    Join Date
    Aug 2011
    Location
    Hecking my bed
    Posts
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shosasosa View Post
    what water spells?
    Apparently Cures are our water spells, which I think is bullshit, even if a dev said it.
    (1)

  9. #9
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Shosasosa View Post
    what water spells?
    Quote Originally Posted by Rukkirii View Post
    There aren't any water-based attack spells, but conjurers do control water-based spells. The break down of elements are as follows:
    CNJ: Water/Wind/Earth
    THM: Fire/Ice/Lightning

    Also, there are no paralyze/poison/silence/absorb/slow and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
    This:
    Cure is water-based apparently as someone else said. It sounds like water to me when I cast it too.
    (0)

  10. #10
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Developers don't comment on 2.0 and more spells... so I don't think it's even gonna happen.
    (1)

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