I miss the spells in FFXI. Castin drain or warp or stonega was always a treat for the eyes.
I miss the spells in FFXI. Castin drain or warp or stonega was always a treat for the eyes.



I am fully in favor of bringing back tiered spells into the game, it seems strange for a FF game not to have them.
The OP's suggestion of replacing the lower tier spell is the best way of doing it without cluttering up the magic options.
Some upgrading ideas:
Spells upgraded via Job traits -- for instance:
- Thaumaturge casts Fire (current stats and look)
- Black Mage upgrades it to Fire II (slightly more damage, bigger explosion)
- 'Sage' might upgrade the fire spell to Fire III (bigger AOE, more damage, bigger explosion)
Spells could be upgraded by Guild Quests -- Perhaps we could undergo Class trials to upgrade spells. -- at Conjurer's guild you unlock a quest a lvl 30 that upgrades Cure to Cure II (increases healing by 15%, flashier effect)
Personally, I like the Job idea best as it separates the Jobs and Classes more -- but the Job and Quest ideas could even be combined... maybe as our lvl 55 Job quest?
Last edited by Zantetsuken; 10-16-2012 at 07:40 AM.



I think some posters in this thread are right when they say there are good reason to use different tiers of the spells, especially in regard to hate and mp regulation.
However, I also feel that the clutter in XIV is an absolute issue.
Why not make it so that when you click on Fire, for example, that it gives a radial menu where you can choose the different tiers of the spell?
I also feel this could be used to reintroduce options to change between single and multi target, which also has tactical benefit for casters.
Each option could change the casting cost appropriately.
Well if we are really going to get into spellcasting being a tactical thing instead of a one button thing...We should consider making all elements single target and AOE again...
You know because being able to pick a elemental weakness and not AOE the world around you is sometimes a good thing.


thats true. you should be able to cast fire on a target (for effectivness) without aeoing everything.Well if we are really going to get into spellcasting being a tactical thing instead of a one button thing...We should consider making all elements single target and AOE again...
You know because being able to pick a elemental weakness and not AOE the world around you is sometimes a good thing.
hopefully they find a good new system... some in between the current and the old spell system. that'd be really great although i think they will stick almost fully to the current system. hm-
Noit isn't, becuz I don't want to have to press more than 4 buttons. Srsly, I only get to play like 8 minutes a week.Well if we are really going to get into spellcasting being a tactical thing instead of a one button thing...We should consider making all elements single target and AOE again...
You know because being able to pick a elemental weakness and not AOE the world around you is sometimes a good thing.





May I direct you to a single player game? Perhaps ones on an emulator were you can save state... 8 mins >.> You can barely log in, watch your character get out of bed, and then log back out. lol
Yeah lol, 8 minutes is about the time to log in, walk somewhere then log back out.



Pretty much fine with the current system other than this
Currently:Well if we are really going to get into spellcasting being a tactical thing instead of a one button thing...We should consider making all elements single target and AOE again...
- As a mage levels up, the MP cost and strength of their spells increase.
- The animation changes between the existing Tier'd Spells (Thunder, Thundaga etc)
I'm not sure why someone would want the animation to change for a spell as you level up. The spell is the same, it's the casters strength that increases the damage.
Why at level 50, do we need 4+ Tiers of spells/per spell to manage...?
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Right, but caster's strength could reasonably be reflected in the spell graphics- if i channel more intelligence or whatever mental magic power makes magic, how does it cause more damage? One would expect that you're making the fire hotter, the electricity having higher voltage, the blizzard colder... These effects would have an impact on what you see...Pretty much fine with the current system other than this
Currently:
- As a mage levels up, the MP cost and strength of their spells increase.
- The animation changes between the existing Tier'd Spells (Thunder, Thundaga etc)
I'm not sure why someone would want the animation to change for a spell as you level up. The spell is the same, it's the casters strength that increases the damage.
Why at level 50, do we need 4+ Tiers of spells/per spell to manage...?
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