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  1. #21
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Fear View Post
    Don't forget that all FF games levels cap at 99 so we WILL be seeing increases in the future, and with that higher spells & new ones.

    I'm thinking Water + the enfeebling spells will be given to a new class which becomes RDM.
    It's already confirmed we'll be getting Tamer/Beastmaster & a Summoner type job & class in 2.0.
    We'll most likely be getting Muskateer/Corsair, and CNJ/THM spells will be expanded to -ja's etc.

    Also there's nothing stopping them from doing Fire II / Fira II / Firaga II etc. as we gain higher levels.
    They did away with tiered Spells in favor of a scaling system. you level and your dmg cap goes up.
    I'm sure will see some of the removed spells come back in other classes as they are released and
    some added back as the cap goes up. I would love to see sneak and invis could back as items only.
    (3)

  2. #22
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    For enfeeble magic SE is planning a debuff class (I hope Arcanist).
    (0)

  3. #23
    Player
    Fear's Avatar
    Join Date
    Aug 2011
    Location
    Ul`Dah
    Posts
    821
    Character
    Fear Vivi
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    They did do away with them yes, for now.

    But there is nothing stopping them adding them in again, there still in the game after all.
    (0)

  4. #24
    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)

  5. #25
    Player
    KoujiGeki's Avatar
    Join Date
    May 2011
    Posts
    1,390
    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armorer Lv 58
    well they better get rid of the shit enfeeble system if they add RDM cause after the 1st spell the enfeebles wont stick.
    (1)

  6. #26
    Player Biggs's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Zenaku View Post
    ya i know what you mean seem like black mage should be called thundermage lol the only reason you use ice spell is to lose hate lol. I agree they should have more variety of spell that does more DMG then just thunder i'm guesssing that would be fix before 2.0 if anything right around 2.0 we just have to hope
    LOL ladies and gentlemen I give you the sith sorcer..... I mean thaumaturge
    (0)

  7. #27
    Player
    Alkar's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Lilith Lufaise
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Fear View Post
    They did do away with them yes, for now.

    But there is nothing stopping them adding them in again, there still in the game after all.
    It doesn't make sense to add a scaling system to replace tiers and reintroduce tiers later on. This system is much better and we can actually use lower level spells even if only to power up the others.
    In FFXI there's no point in using lower level tiers when you get the higher ones, that's a slot that could be assigned to a useful spell that doesn't become obsolete.
    So no, tiers aren't coming back unless they remove the scaling system... which isn't likely.
    (1)

  8. #28
    Player
    Halvaard_Vidan's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    144
    Character
    Halvaard Vidan
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by carlosx View Post
    they wont give us invi/sneak cos they dont want us to explore..... simple. is just other way of control people to dont go Where they dont want too

    just place mobs lv80 on a area to 1 shot you at any sight lol
    They don't want us to explore everywhere easily, there's a difference.

  9. #29
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    I'm disappointed as usual with the community. That OP needs less likes. Seriously. They message is vapid and does not at all encourage innovation. People just can't deal with any kind of change.
    (5)

  10. #30
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    Quote Originally Posted by Keramory View Post
    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.
    1) No thanks. Remember like a few months ago how you had to buy abilities for like every class? And how fun that was? It was so fun the dev team decided it should be abolished. While I would greatly enjoy worthwhile quests that have you go do something fun or exciting, or an excuse to raid a certain area (oh wait, they have that! beastman strongholds and their chests!), I don't see any particular point in forcing the caster classes to go get scrolls. To be clear: I wouldn't really have cared either way, but since it's already set up in a scroll-less manner, I don't see that having scrolls is such an awesome fun time experience that they should spend time implementing it.

    2) Probably into the hands of the Red Mage job they'll likely be making when 2.0 launches or after. If you're suggesting the debuffs weren't useful, btw, whether or not they exist has nothing to do with the depth or complexity of the game.

    3) No thanks. Amusingly enough, you ask for more depth (well, not really, as stated) with 2), but are now asking for less depth with 3). What strategy is there in using sneak/invis everywhere? It doesn't take skill or thought; it just takes you not being retarded. Also? The world is already extremely dangerous. However, there's already a sweet system for getting by: The agro system. Monsters agro by at least three different methods that I've seen so far, one of them being sound. You can get past sound agro mobs by walking slowly. However, this becomes pretty tricky when you're walking past mobs of one or both of the other agro types at the same time as you're walking past sound agro mobs.

    ---

    What you should really be concerned about is how spells are currently set up for THM and CNJ. I like that CNJ has some nukes, and are actually decent at nuking, but it's very bizarre that THM only has Fire, Ice, and Thunder, and only Thunder does damage worth talking about. Ideally, CNJ should have low tier nukes (like they do now) of every element, and THM should have high tier nukes (like they do now, except make them all comparable damage, just different applications - that is, don't just have Thunder as awesome and other elements are weak) of every element.

    I have always assumed that the current spell list for CNJ and THM is an experiment, and that they have planned to redistribute spells again in the future from the very beginning (if you consider the beginning to be the last time they redistributed their spells).

    If, however, they plan on leaving it the way it is now... Then BLM will be useless against anything that is strong to Thunder, and BLM will pretty much only nuke with Thunder, ever... Which is stupid, and lacks depth. There aren't even any Water spells. What? And if anything is weak to Aero or Stone, we get to rely on WHM nukers. Sure? Sounds great? Stuff that's only weak to Water, I'm not even sure what you would do. Not care about casters, certainly.

    So, yeah. CNJ and THM should have attack spells of every element, but THM's attack spells should be far and away stronger than CNJ. Maybe, like, encourage people to use the different element attack spells for their different added effects, and reward people for casting the appropriate element instead of hammering Thunder all day every day?
    (1)

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