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  1. #1
    Player
    AriaValkyrie's Avatar
    Join Date
    Aug 2022
    Posts
    43
    Character
    Aria Valkyrie
    World
    Zalera
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Tulzscha View Post
    What do you think about adding a way to temporarily increase range?
    I did consider this, actually. not sure what buff would fit that specifically, i'm sure there's at least one. I eventually settled on Battlemage/Spellblade for a similar effect, but not sure if it's the best option out there.

    I tried to base as many abilities as I could off of spells that are actually in the game, like Tranq is an ability from tactics that raises accuracy, but couldn't think of what would best fit a range increase.

    As for why they have the shorter range in the first place, it was honestly because they have just so much utility I figured it warranted being a bit more in the thick of it. They could become full-range instead for balance's sake, this is mostly a concept showing how they might actually play, and to get the feel across.

    Hm. So is the intention more about letting players do what they want than being part of the rotation?
    That is the general idea, yes. Basically if there' not a lot of melee, being able to get in range to focus on close-quarters combat would be fitting. if there's a need for ranged, being able to become ranged would also be helpful. Whatever secondary benefit comes from the stances is mostly to give some credence to not just flat-out become purely ranged.

    Whats next? Yellow Mage? Pink Mage? (all jokes aside lmao) GO GO POWER MAGES! XD
    Not sure about Yellow Mage but there is something like a Pink Mage in the form of Devout
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    Last edited by AriaValkyrie; 08-17-2022 at 05:36 PM.

  2. #2
    Player
    Tulzscha's Avatar
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    May 2016
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    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    I get why you have the shorter base range for spells and I think it's good, just having a way to temporarily increase range would give them more opportunities to optimize fights for when 15y isn't enough.

    As for how spell names, something like Focus or Embolden would work. You already have Focus for a dmg buff, increased range could be added to it or replace it. Maybe have it only affect spells and three of them instead of one. Afaik there isn't any spell in FF games that specifically buffs range, any generic sounding buff would work. Or just make something up - a unique spell for a unique situation.

    Battlemage and Spellblade Stances still seem like bloat to me but if they're just for fun it doesn't hurt. In regards to filling roles, ranged dps can be in melee no problem and if there are too many melee it's usually fine, they would only have to go out of range long enough to handle a mechanic on some fights. At least I can't think of any fights where dps are required to be far away for long periods of time.
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  3. #3
    Player
    AriaValkyrie's Avatar
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    Aug 2022
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    Character
    Aria Valkyrie
    World
    Zalera
    Main Class
    Summoner Lv 90
    Possibly something like this:



    Lasts until changing stances, gets expensive if they're at range for too long.

    Might be good to have this earlier in their toolset, possibly in the 50s so they can regain MP from Drain.

    The benefit of having it last until a stance change is that it can last for a good amount of time with proper planning, or a big MP sink if they don't plan ahead. As long as they're still using all of their abilities they should still be fine on MP, but its a good encouragement to get back to the stack

    Could instead grant a number of stacks to use at a similar MP cost, last for 30s, something to that effect. Would want it to have a high enough cost to warrant using it but not spamming it all the time, just for occasional, planned use.


    Trance has in the past doubled the damage of magic and spells, but a shift of focus could work thematically
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  4. #4
    Player
    AriaValkyrie's Avatar
    Join Date
    Aug 2022
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    43
    Character
    Aria Valkyrie
    World
    Zalera
    Main Class
    Summoner Lv 90
    Alright, thinking things through thanks to input: While Battlemage and Spellblade are fun, they do seem a bit pointless with Battle Trance being a thing, so swapping those for something else.



    Mostly for downtime or between pulls in a dungeon; nothing too fancy but fits the role. It only affects status effects from the Green Mage itself, or it'd be way too strong

    Could add an effect that locks the duration of all buffs until casting a spell or weaponskill, might also be fitting.


    Spellbound typically is an status effect or passive ability that increases the duration of *all* beneficial and harmful effects, regardless of the source, and not a spell, but fitting for a buff specialist.



    Balance-wise from input, adding Battle Trance to level 66 for now, moving Enchant to 74.
    pre 70, Green Mage wouldn't have their melee or magic finishers, so having Enchant to grant another use of Enchanted Arms isn't as effective. The opener would certainly change dramatically from 70 to 80 but that's fine, since Green would benefit from having access to ranged abilities from pretty early-on.
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    Last edited by AriaValkyrie; 08-19-2022 at 05:35 PM. Reason: Forgot to change the level for Spellbound

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