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  1. #1
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Syrokko View Post
    In Final Fantasy Tactics, the description for this spell reads "Time magic that warps space-time, causing an enormous meteor to fall on the battlefield."
    Just another spell that's way more iconic of Time Mage being placed on a class that's hardly deserving of it.
    Meteor was a Black Magic spell long before it was a Time Magic spell and has been a Black Magic spell more times than it has a Time Magic spell. That being said i wouldnt mind if they named Black Mage's Limit Break after a certain Black Mage's ultimate spell "Doomsday"
    (1)

  2. #2
    Player
    Syrokko's Avatar
    Join Date
    Nov 2012
    Posts
    71
    Character
    Syran Roko
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Alaltus View Post
    Meteor was a Black Magic spell long before it was a Time Magic spell and has been a Black Magic spell more times than it has a Time Magic spell. That being said i wouldnt mind if they named Black Mage's Limit Break after a certain Black Mage's ultimate spell "Doomsday"

    +1 for Vivi. References to previous FFs are always good to see.
    Doomsday is an awesome spell with an awesome name.

    I can agree with everything that you've stated.
    I do, however, feel that Meteor belongs in the Time Magic category.
    (1)

  3. #3
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Alaltus View Post
    Meteor was a Black Magic spell long before it was a Time Magic spell and has been a Black Magic spell more times than it has a Time Magic spell. That being said i wouldnt mind if they named Black Mage's Limit Break after a certain Black Mage's ultimate spell "Doomsday"
    Actually Black mage should have Flare as their last tier spell... Whatever though. maybe Dev team could give Time Mage a Black Hole type spell to replace Meteor if Black mages are so set to have that spell.
    (0)

  4. #4
    Player
    Aerenvel's Avatar
    Join Date
    Nov 2012
    Posts
    104
    Character
    Aerenvel Evermor
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Syrokko View Post
    You said...

    Slow- pretty sure this is gonna be an ARC spell
    An Archer spell...?
    I'm going to go ahead and assume that you meant Arcanist. Regardless of whether or not this ends up in Arcanist's arsenal, it's still Time Magic.

    Immobilize - Same thing as bind
    So what if it is the same thing as Bind? The current version of the game has a few spells that are capable of inflicting the effect, but we don't have anything quite so direct and dependent on combo/TP.

    Reflect - wont happen in a mmo unless the buff last like 2 secs
    Who said a buff can't last two seconds? Completely viable spell.

    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.

    Vanish- useless
    Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.

    Gravity- in game alrdy
    We have a spell called "Gravity" in our game already...? A spell that attempts to directly inflict the effect of WEIGHT onto the target...? Why was I not informed...

    Haste- wont be in game
    Please continue with your prophetic tellings of how things will be in the future...
    It brings me much amusement.

    Stop- too OP
    You - too narrow-minded. 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.

    Bleed-this is in the game as well and CNJ still has the effect from aero in ARR as seen in the Live letter 3
    Once again, you're arguing that because the effect is interwoven into existing spells, a spell that inflicts the effect in a more direct manner should not exist...?

    Break- would be to too OP or too useless
    Such bold statements you make. Have you played any other FF before?
    1. Inflicting Break does not count as a KO, and thus, does not reward items/gil/experience.
    2. Break is an enfeeble that inflicts "Petrify" for a short period of time, which is essentially Immobilize and Disable, but unlike Stop, you cannot inflict damage on the Petrified target.
    It's a spell that inflicts a status with unique properties.

    Float- could be useful
    Yes... I suppose a spell that completely or even partially nullifies Earth magic "could be useful".
    ...
    If you start thinking any funny stuff (such as the spell being too "OP"), look back to the statements I made in reply to your argument against the Stop spell.

    Vanishga- useless
    Because inflicting the effect of Invisible on the entire party is useless...
    Tell us more, oh wise one.

    Warp- another useless spell that would not work on mobs
    Who said the spell had to target mobs?

    Reflectga- same as reflect
    Slowga- same as slow
    Graviga- same as Gravity
    Narrow-minded to the end...

    Hastega- this wont be in game also
    There you go again, with your prophetic visions...

    Drain- this was a thm spell
    And...?

    Reverse- not even time magic at all
    Um.. What...

    Bubble- not even time magic
    Because Mana Shield was not a Time Mage thing... Right...?

    Syphon- was an thm spell before as well
    And...?

    Undo- LOL
    I suppose the idea of removing the last inflicted enfeeble from a target is laughable to you.

    Comet- Yeah right
    A spell that inflicts massive non-elemental damage in an AoE and is affiliated with time/space...? What's so "yeah right" about that?

    Meteorite - Limit break for blm <.<
    In Final Fantasy Tactics, the description for this spell reads "Time magic that warps space-time, causing an enormous meteor to fall on the battlefield."
    Just another spell that's way more iconic of Time Mage being placed on a class that's hardly deserving of it.

    All you have presented is evidence of your own closed-mindedness and a plethora of flawed logic.
    I recommend thinking more carefully before posting in future.
    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.
    (0)
    Last edited by Aerenvel; 11-17-2012 at 06:20 AM.

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Some comments.

    Quote Originally Posted by Syrokko View Post
    Reflect - wont happen in a mmo unless the buff last like 2 secs
    Who said a buff can't last two seconds? Completely viable spell.
    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.
    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.
    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.
    Vanish- useless
    Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.
    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.
    Haste- wont be in game
    Please continue with your prophetic tellings of how things will be in the future...
    It brings me much amusement.
    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.
    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.
    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.

    Break- would be to too OP or too useless
    Such bold statements you make. Have you played any other FF before?
    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.
    (1)
    * 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)

  6. #6
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Firon View Post
    I agree with Altena, the whole problem with that list is all those spells is all ready tuned to another job in the FF world. This job is crappy never understood why people like this class but that's my personal opinion.
    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.
    (1)

  7. #7
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Malakhim View Post
    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.
    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.

    <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.
    Next time, don't bother re-writing that list because you basically explained abilities everyone already knows, and wasted your time.

    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
    (0)

  8. #8
    Player
    Endigiont's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    181
    Character
    En Digi
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    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...
    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.

    EDIT:

    You padded out 3 spells that do almost exactly the same thing.
    Crowd Control
    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
    (1)
    Last edited by Endigiont; 11-17-2012 at 06:36 AM.

  9. #9
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Firon View Post
    I agree with Altena, the whole problem with that list is all those spells is all ready tuned to another job in the FF world. This job is crappy never understood why people like this class but that's my personal opinion.

    Slow- pretty sure this is gonna be an ARC spell
    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.

    Quote Originally Posted by Firon View Post
    Immobilize - Same thing as bind
    not really a problem. we can just call it bind. some overlap is acceptable.

    Quote Originally Posted by Firon View Post
    Reflect - wont happen in a mmo unless the buff last like 2 secs
    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.

    Quote Originally Posted by Firon View Post
    Disable - players can do that with ws curently (wont know if possible in ARR)
    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.

    Quote Originally Posted by Firon View Post
    Vanish- useless
    This i'll agree with. it's not needed.

    Quote Originally Posted by Firon View Post
    Gravity- in game alrdy
    but not easily accessible. being able to cast it as a reliable debuff is very different than sometimes getting it through Stonera.

    Quote Originally Posted by Firon View Post
    Haste- wont be in game
    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.

    Quote Originally Posted by Firon View Post
    Stop- too OP
    depends on duration. again, easily balanced. this isn't any more OP than a stun. it could function primarily as an interrupt.

    Quote Originally Posted by Firon View Post
    Bleed-this is in the game as well and CNJ still has the effect from aero in ARR as seen in the Live letter 3
    doesn't have to be a DoT. it could increase potency of other DoT. decrease resistances, lower TP gain, etc.

    Quote Originally Posted by Firon View Post
    Break- would be to too OP or too useless
    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.

    Quote Originally Posted by Firon View Post
    Float- could be useful
    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.


    Quote Originally Posted by Firon View Post
    Vanishga- useless
    already covered

    Quote Originally Posted by Firon View Post
    Warp- another useless spell that would not work on mobs
    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.

    Quote Originally Posted by Firon View Post
    Reflectga- same as reflect
    Slowga- same as slow
    Graviga- same as Gravity
    Hastega- same as haste
    Quote Originally Posted by Firon View Post
    Drain- this was a thm spell
    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.

    Quote Originally Posted by Firon View Post
    Reverse- not even time magic at all
    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.

    Quote Originally Posted by Firon View Post
    Bubble- not even time magic
    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.

    Quote Originally Posted by Firon View Post
    Syphon- was an thm spell before as well
    See Drain/Reverse

    Quote Originally Posted by Firon View Post
    Undo- LOL
    Esuna fills this spot already. but another healing class is sorely needed. I wouldn't object to this spell.

    Quote Originally Posted by Firon View Post
    Comet- Yeah right
    Meteorite - Limit break for blm <.<
    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.
    (1)

  10. #10
    Player
    nokinator's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Nok Nokinator
    World
    Excalibur
    Main Class
    Fisher Lv 100
    and.. all those abilities you want likely be spread out to different jobs that will come to pass.
    (1)

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