To be fair alot of the spells you listed as useless etc could be repurposed to be useful like warp could be a damage spell for example. I think if SE were to implement it, it would be quite likely that they would have to fill so many voids with completely new spells/repurposed spells that when they were finished you guys might not recognise the job that comes out at the other end. Now wether you guys would still like the job is up to each individual to decide...
I know, right? Unlike Red Mage, who has a plethora of unique spells that let them stand out above other mages!
Oh...they just have En-spells.
That's ok, who needs top tier Black Mage or White Mage spells, when you can have an ugly hat!
EDIT:
Oh, and Refresh! The spell you all hated casting, yet was the thing that made you special! But...oh wait, Bard did that, but AoE! DARN!
Last edited by KiriA500; 11-16-2012 at 10:58 PM.
You are Altena are being incredibly close minded. 8 jobs is a very small number for the amount of jobs in the history of Final Fantasy. We don't need more jobs for the game to function, but changing names/animations could drastically change someone's opinion of the game. More diversity is always a good thing, as long as it's balanced, even if there are some redundancies. They could easily add Time Mage and have it be a DD and Buffer/Debuffer with even a slight amount of imagination.
Haste could increase auto-attack speed in ARR without being game changing simply because TP is gained by a set amount over time. Yoshida said haste wouldn't be implemented a long time ago, things could change. Stop could be a stun, there were plenty of bosses in 1.0 that were susceptible and it could easily carry into ARR. Vanish could be an enmity reduction ability. Warp could be a jump back spell similar to what so many MMOs have these days. Syphon, Drain, Bleed, Disable, Gravity, Immobilize, all spells that have been/currently are in game, yes, and why can't they be on two jobs? Undo could just be an esuna type spell, not sure why you are "LOL" about it.
Time Mage could have Quarter and Demi be in their main rotation and Comet or Meteorite be on longer cooldowns. Btw, Meteor is the BLM limit break, not Meteorite. Quarter/Demi could do a set amount (increased by gear) of damage to any monster over 1xxxx HP, similar spell damage as thunder/thundara, and 25/50% to anything under. I think Black Hole could be a fun 15 minute. Then they could seperate themselves from BLM's role by doing things like Haste, Slow, Undo, Bleed, Stop and Disable.
To sum up, give us more damn jobs because 8 is a pathetic amount. Just because one job is similar to another doesn't mean it shouldn't be implemented as long as it isn't copy/paste from their repertoire.
I don't know if you're new to the Final Fantasy franchise, because it seems you've never played FF5 or FF12 before, so your attempt at correcting my entire list is flawed. Not only that but you're making assumptions without any logic behind it.
We've got to be imaginative, and that will ultimately help FFXIV in the long run.
Stop can be used to stop an enemy from using skills for a limited time. etc.
I don't know maybe this website will help you. I urge you to give it look.
http://finalfantasy.wikia.com/wiki/Time_Mage
Last edited by Andrien; 11-16-2012 at 11:08 PM.
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.
Last edited by Syrokko; 11-17-2012 at 01:50 AM.
X-Zone, baby! Some of you cats don't dig too much for your ideas, I guess. And since we've already seen BLM throw down a meteor in a trailer, I don't think it's really a "BLMs super want Meteor so I guess we can let those crybabies have it" so much as a "hey look BLMs already have Meteor, or at least Comet or whatever". And Flare as the ultimate BLM spell... what?
That all aside! The rest is just general comments to the thread in general:
Speculating on what would/wouldn't work in 1.0 is ridiculous. 2.0 is going to be a radically different game. It would be like saying stuff that wouldn't work in FF11 wouldn't work in FF14, so we shouldn't have it. Don't expect the limiting game systems or whatever else to still exist, like... we could only have so many abilities in 1.0 so there's NO WAY blah blah could work in 2.0!
Speculating on 2.0 is also ridiculous, in terms of what would/wouldn't work, or how it should work. I suspect that RDM, for example, is not going to be terribly similar to the RDM we saw in FF11. I'm not for/against Time Mage, but I guarantee you that if the FF14 team decides they want to do any particular job, they will be able to think of a way to stylize it in a way that it doesn't ridiculously overlap another job... What would be the point otherwise?
Also, please stop suggesting jobs as classes. Like, Time Mage should be the class and Red Mage should be the job... What? That's like the goof who was saying Thief should turn into Ninja, when ideally all of the jobs should be stylized, and not branching out of each other. That's like saying White Mage should be the class and Paladin should be the job. No thank you!
tl;dr ver.: Speculation is pointless. The dev team should be more than capable of making any classic FF job into a unique and stylized addition to FF14 without significant overlap of other jobs, and any such additions are not likely to fit the mold of your preconceived notions or wish lists of any particular job (BRD should have made that super clear).
|
![]() |
![]() |
![]() |
|