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  1. #1
    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
    Quote Originally Posted by Shurrikhan View Post
    Makes sense that there's no way to email these guys or their translators directly with the finished ideas, but tbh if something was finalized out of this line of thought, on our end, that's the first thing I'd want to do.

    Just out of curiosity, Jinrya, if you were looking for an ideal system in general for magics, what sort of checklist would you have for it?
    1. Are the games casters Fun to play?
    Doesn't matter if you have 1 or 10 or more. If they aren't fun to play then why have them. Black Mage only have 1 good damaging combo line is not fun. Fire and Ice should be effective.

    2. Are there alot of casters? The world of magic is limitless. You can make up ANYTHING, and this isn't SEs first rodeo with casters. Why are there only two? For anyone who role-plays or just like playing casters, this game lacks it.

    3. Don't limit casters. Makes a developer look lazy when you limit a caster to only a few abilities. Casters should have the most, and all of them should be useful. 15 abilities, for summoner that's gonna be half or more of their abilities just to summon, at least 8 for the elements and light and dark.

    4. Make sure they are all good for different situations. Nothing is more annoying that a class that is left out of events because it's useless. Example what will blm/thm be able to do against Ramuh or Titan? Or Against a mob that spams aoes and burns summoners pets and just makes them waste MP?

    5. [Are pet casters balanced to regular casters? Pet casters should be equal to or less than casters such as Black Mage considering they don't have a pet to do constant damage. I go by Everquest online adventures for the ps2 as an example. Perfect balance by the end game's life.

    That was the beauty of EQOA, it had a ton of caster class. Sure some of the abilities were the same, but most of the abilities were not.

    Wizard had 1 sec cast/recast, had all element aoes, and single target spells. They later got Master class of sorcerer that had unresistable aoes so you could use fire on fire mobs.

    Necromancer summoned all different kinds of undead. They had fire spells that had some damage of time spells, while having purely damage of time spells that ticked faster and hard. They could charm undead. Their Master class allowed them to have the best pet in game, swarming death. It could keep itself alive, and the necromancer can heal it. The Necromancer was also a good back up healer.

    Enchanter could charm any monster, and for a long time. The most was an hour I believe. Their master class allowed them to have a pet till it died. Raging Rhino (second only to the swarming death) made them unstoppable in PVP lol. They could also have enchanted armors which were good tanks when they soloed.

    Magician Elemental summoner. They tied with Necromancer, and Enchanter with damage with their Djinn pet. High Melee, and high spell damage.

    Shaman and Druid had spells that Cleric didn't have, but Cleric had the highest tick heals and defensive buffs.

    Of course none of this wasn't perfect in the beginning. But this only took 2 years to make it this way. I am not doing it justice with how I describe it, it's better. This game is is almost on it's second year and I feel casters suck just as bad as they did when they game first came out. It's not fun to be a caster.

    If I were to really go by a checklist, what they did in EQOA would be my reference of what balanced and unique classes are.
    (0)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jinrya-Geki View Post
    1. Are the games casters Fun to play?
    Doesn't matter if you have 1 or 10 or more. If they aren't fun to play then why have them. Black Mage only have 1 good damaging combo line is not fun. Fire and Ice should be effective.
    They took the Suikoden route of magic design, whcih means each element has a specific use. It's pretty clever if you want to condense stuff and not have clutter when it comes to abilities. Clutter happens to be something native to Final Fantasy's magic, so I wasn't so bothered by the decision.

    2. Are there alot of casters? The world of magic is limitless. You can make up ANYTHING, and this isn't SEs first rodeo with casters. Why are there only two? For anyone who role-plays or just like playing casters, this game lacks it.
    Black Magic, White Magic. That's it. Final Fantasy's magic was pretty much divided by these two schools, and they have been the real constants in the series, Sure, Blue Magic does exist, but is nigh uncontrollable and real hard to balance. Then comes the fact that you have to implement it in a way that makes sense. There's nothing in XIV that would make sense for Blue Magic, requiring the developers to re-imagine Blue Magic again and then implement a class for it to be built on and then actually release Blue Mage.

    Personally, I think you're confusing schools of magic with fancy titles that we refer to as job names.

    3. Don't limit casters. Makes a developer look lazy when you limit a caster to only a few abilities. Casters should have the most, and all of them should be useful. 15 abilities, for summoner that's gonna be half or more of their abilities just to summon, at least 8 for the elements and light and dark.
    I expect Summoner to have individual action bars per avatar that's out.

    4. Make sure they are all good for different situations. Nothing is more annoying that a class that is left out of events because it's useless. Example what will blm/thm be able to do against Ramuh or Titan? Or Against a mob that spams aoes and burns summoners pets and just makes them waste MP?
    Situational play sucks and will regardless exclude someone. The answer is to make gameplay and encounters inclusive rather than exclusive.

    5. [Are pet casters balanced to regular casters? Pet casters should be equal to or less than casters such as Black Mage considering they don't have a pet to do constant damage. I go by Everquest online adventures for the ps2 as an example. Perfect balance by the end game's life.
    Balance should be between master and pet. If you want to do SMN vs BLM, I'd say both should be doing about the same DPS, but both bringing some form of utility that makes them nice to have around but not make either mandatory. Along of the lines of WoW, where you could bring a Warlock and a Mage and not have them overlap because despite both doing the same DPS, the Warlock would bring Blood Pact (+Stamina to the whole party) and Curse of the Elements (+Spell Damage taken on the mob) while the Mage could bring Amplify Magic (+Magic effects on a party member) and Time Warp (think Haste, but on steroids).
    (2)
    * 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)

  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
    Jinrya wants to be Red Mage again so badly.
    (1)