



Like i said they can get short charge quick control and speed up the pace of over all combat
fill limit gauge faster etc there is many more ways to do things.
dont limit others to that of your own abilities.
also if you looked at my class branch approach this is another option thm/tmg thm/blm
gld/pld gld/drk mar/bsm mar/war con/sch con/whm arc/rng arc/brd lnc/drg lnc/sam then bring another /thf /nin etc or maybe ronin or w/e base class for sam i dunno but come up with ideas.
not complaints only be positive.
Last edited by Aerenvel; 11-17-2012 at 06:20 AM.



Some comments.
Only viable if it lasts between 10-15 seconds and wears off as soon as it reflects something. Anything longer than that would be OP. Might even tack some magic damage mitigation so that it is also useful for big spells that can't be reflected like astral flows and megaflares.
You're missing the fact that as a standalone spell it would have little value if the effect can alrady be applied by weapon skills. That said, it's an "absolute" in terms of debuffs, and as such would rather not see it here.Disable - players can do that with ws curently (wont know if possible in ARR)
Your argument is that because the effect is interwoven into a Weaponskill currently, a more direct version of the effect should not exist. The lack of logic in your arguments continues to astound me.
Sorry, but I hated sneak and invis. I hated the fact that exploration was reliant on that over everything else. Not having Vanish/Sneak/Invis and still giving people other means for exploration would be great. Not to mention that true sight/sound mobs are bullshit and were added to counter sneak/invis.Vanish- useless
Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.
Would it bring you even more amusement to know the devs have already said they're not going to implement Haste? At best, I could see Hasteaga being implemented, but it would definitely have to be a raid cooldown a la Heroism/Bloodlust/Timewarp.Haste- wont be in game
Please continue with your prophetic tellings of how things will be in the future...
It brings me much amusement.
The ability to completely freeze a mob for the ridiculous amount of time Stop could in the console FFs is OP as all hell in the context of MMORPGs. It might fly as a 8-second crowd control ability in PvP/30 second crowd control in PvE ability, but I fear people would then cry that it doesn't feel FF enough or something.Stop- too OP
There is more to a spell than just the damage/status it inflicts on the target. Variables like duration/cooldown/cost/resistance and other constraints such as the spell needing to be combo'd for the effect to proc are all aspects that are taken into consideration when creating game balance.
Break is currently stuck in the threshold between lackluster and useless in FFXI, so he does have a point. If you apply the full petrify, you have an ability that is OP. If you make it short duration (1-3 seconds) it becomes more like an interrupt which would then be moderately useful in PvE and somewhat useful against other casters in PvP.Break- would be to too OP or too useless
Such bold statements you make. Have you played any other FF before?
* 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)


If there were ever a listing for misinformed and completely off-base posts, yours and Altena's would be way up there. No offense, but this list and your reasoning are both horseshit, guys.
Let me fix that list for you:
Slow- Self-explanitory. Slows down the recast timer for enemy abilities and auto-attack. Use it on those fast bastards that can deal some serious physical ouch.
Immobilize - No shit it's the same thing as Bind. Can also/or paralyze the enemy. Again, effective against those dudes that love to lay down the hurt.
Reflect - This will be similar to Vanish(which would be blink), but instead of several physical attacks evaded, reflects back a proportional amount of damage on an enemy, OR, when magic is casted on an ally, could deal a certain percentage more DMG to enemy. Lowers target's physical evasion and maybe DEF however. Good against magic users.
Disable - Self-explanitory.
Vanish- Gives blink status to an ally, while lowering their magic evasion and magic DEF.
Gravity- Deal a certain percentage of garuanteed damage to an enemy while lowering movement speed and/or binding it
Haste- horseshit it can't be in the game. Proper balance including MP cost is key.
Stop-
OK re-writing that list was boring and time-consuming, but the point is there are PLENTY of reasons why if they plan for it, Time Mage or any other class/job for that matter could work easily in the framework of 2.0 which, because apparently certain individuals need to be reminded, is going to have a very, VERY different set of rules.
As for you, your attempt at insults and defaming is laughable. You do not have the diplomatic power to decide whose reasoning is "hoseshit" and whose is not. While reasons can be different, opinions will never determine which of those reasons are "hoseshit" or not. Try again.
Next time, don't bother re-writing that list because you basically explained abilities everyone already knows, and wasted your time.<insert boring list that doesn't "fix" anything here>
OK re-writing that list was boring and time-consuming, but the point is there are PLENTY of reasons why if they plan for it, Time Mage or any other class/job for that matter could work easily in the framework of 2.0 which, because apparently certain individuals need to be reminded, is going to have a very, VERY different set of rules.
As for 2.0, I don't get why everyone is making the argument that we are blind rabbits and have no idea what is going on. It is pretty obvious that the battle system is getting overhauled in a functional sense (animation lock reduction, some major job reworks etc) but as a whole, it is still going to be the same game essentially. Combo system is staying but being modified, classes are being reworked, battle regimes are being reimplemented... What this has to do with changing the effectiveness of certain spells that are deemed to be either useless or OP (by my standards) is beyond me to be honest.
Just a small example is "Stop" "Immobilize" "Disable". Preventing a boss from performing any action for any duration of time has a high chance of being OP in any battle system... It also seems that everyone including yourself is putting a heavy weight on these being the main point of a "Time Mage". Look at that ability list again... You padded out 3 spells that do almost exactly the same thing. The only spells that you did mention have been given to Red Mage/Black Mage/White mage in previous FF's (not just XI, which is not where I have been basing my points off anyway). These spells are: Slow (red mage/white mage), reflect (white mage), vanish/blink (white mage), gravity (black mage/red mage), haste (red mage/BLACK mage actually).
While sure they are "time/space" based spells, implementing a whole job based around a few buff spells seems like a waste of resources. Spend that time on Dark Knight, or Blue Mage (an actual unique mage), Musketeer/Corsair... etc

As I've and others have stated Bosses can be immune to stuns and in most Final Fantasy games are immune to most if not all status ailments.Just a small example is "Stop" "Immobilize" "Disable". Preventing a boss from performing any action for any duration of time has a high chance of being OP in any battle system...
EDIT:
Crowd ControlYou padded out 3 spells that do almost exactly the same thing.
Bind - Crowd control prevent movement
Gravity - Crowd control slows movement
Stop - Crowd control stuns target
Enfeeble
Slow - Enfeeble, increases delay for attacks / abilities
Old - Enfeeble decreases stats over time
Support
Haste - Buff decreases delay for attacks / abilities
Reflect - Bounces a spell back at it's caster
Utility
Teleport - Utility brings other players to Time Mage's location
Vanish - Sneak / Invis
Damage
Comet - Nuke
Last edited by Endigiont; 11-17-2012 at 06:36 AM.

Pretty sure? or really sure? is this a 50%? 60%? either way it doesn't matter. I agree with what someone else said. it's still time magic.
not really a problem. we can just call it bind. some overlap is acceptable.
the buff could last 5 minutes and affect the next incoming spell and it wouldn't be OP. in PvP mages would learn to let the melee take care of time mage. in PvE most mobs are resistant to the element they cast. so it's not like Ifrit is going to cast Fire III and kill himself from a reflected fire spell.
most mages can't. in PvP this could make a big difference between time mage getting steam-rolled by melee all the time and actually having a fighting chance.
This i'll agree with. it's not needed.
but not easily accessible. being able to cast it as a reliable debuff is very different than sometimes getting it through Stonera.
quote or it didn't happen. haste will have some major issues if it is released. but that's not to say it can't be carefully applied to make it but worthwhile and balanced. maybe haste just increases the potency of buffs. IE: regen/ballad ticks more often. you gain TP faster. etc. doesn't have to be cool down based.
depends on duration. again, easily balanced. this isn't any more OP than a stun. it could function primarily as an interrupt.
doesn't have to be a DoT. it could increase potency of other DoT. decrease resistances, lower TP gain, etc.
Now this spell might actually overlap a bit with existing spells. it's not that it's too OP or too useless, but more why do we need it? stop/sleep could essentially fill the same spot as an interrupt/disable.
I disagree. i'd rather see bar spells re-introduced. traditionally this nullifies earth magic. would make titan primal a bit obsolete. that or he rarely uses any earth spells. which wouldn't make any sense.
already covered
a little closed minded. this could be a non-elemental damage spell. one that does consistent damage against all mobs. IE: a moderate amount of true damage that can't crit or be resisted but also doesn't do OMGWTF damage.
keyword: was. it no longer is.
useful survivibility tool. I dont' see many problems with this spell, other than number tweaks to keep it balanced.
Make it a self buff with a duration, say 15s and reverse health damage/regen to mana instead. IE: time mage runs low on mana. pop reverse, use drain, gain MP back.
or time mage pulls hate, pop reverse and survive due to mana loss instead of health loss.
i could see someone distorting time/space to get the same affect though. but anyway battle voice fills the same spot. so this isn't needed.
See Drain/Reverse
Esuna fills this spot already. but another healing class is sorely needed. I wouldn't object to this spell.
See warp
---------------------------------------
We do need more mage classes. with the introduction of Arcanist we'll have 3. and Arcanist's role is unknown. although i suspect it to be a hybrid between support and offense.
All of our melee needs are pretty much taken care of. we have quite a few options for dealing physical damage. Another option would be nice, but it isn't needed as much as another option for healing.
When the game relaunches, the health of it will largely depend on how many people are playing healing classes. assuming parties of 8, you're going to need at least 1/8 of the new population playing whm or parties wont' be able to function well.
the existing population largely already has whm leveled or has no desire to level it.
For solo/small-man groups this may not be a problem. as you can carefully weigh your options for self-sustaining. This is one reason an FFXI like dancer class would be extremely appealling. as it can function as a damage dealer, which more people enjoy playing, but also can provide a lot of sustain for a small group. I'm hoping Arcanist can fill this role to a degree.
when the game relaunches, because it will be more of a standard, i expect to see less full parties running around leveling. espcially for the first half of the game. most of them will be small groups, most likely people who know each other already or pick-up groups. I would expect progression to be similar to: Solo 1-10. duo/small group 10-30. large to full party 30-50.
and.. all those abilities you want likely be spread out to different jobs that will come to pass.
|
|
![]() |
![]() |
![]() |
|
|