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  1. #131
    Player
    Syrokko's Avatar
    Join Date
    Nov 2012
    Posts
    71
    Character
    Syran Roko
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Montijin View Post
    lmao, you think it would be balanced for a class to have those spells, seriously? Lets give one class the ability to completely stop a monster from attacking across four different spells, all of which would be unable to land on primals or dungeon bosses.
    Who's (retarded) design choice would that be?

    Quote Originally Posted by Montijin View Post
    Some of you want Red Mage from FFXI with a different name and slightly different spells.
    The sheep in you is saying that those spells would be taken away from Red Mage. But if you stopped for a second and thought about it, you'd realize that Red Mage was made up a chunk of spells that belong in the Time/Space Magic category and has no business being so high-priority in a Red Mage's arsenal.
    (1)
    Last edited by Syrokko; 11-21-2012 at 03:56 AM.

  2. 11-21-2012 03:53 AM

  3. #132
    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)

  4. #133
    Player
    nokinator's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Nok Nokinator
    World
    Excalibur
    Main Class
    Fisher Lv 100
    rdm/time no no no.. not gonna happen to many other jobs gonna come out first then expansion jobs which rdm never been mentioned once, except in the forums of wishful thinking. It kinda sound like people want a job they can beateverythingwithouthelp...
    (0)

  5. #134
    Player

    Join Date
    Nov 2011
    Posts
    56
    Quote Originally Posted by Syrokko View Post
    Who's (retarded) design choice would that be?

    Red Mage was made up a chunk of spells that belong in the Time/Space Magic category and has no business being so high-priority in a Red Mage's arsenal.
    Exactly, and guess what? Those spells were so damn strong that they were nearly mandatory that they were used and given to multiple classes so that red mage wouldn't be even more preferred then it already was. Are we going to give other classes a haste equivalent while were at it to keep things balanced?

    Think about it this way; Imagine in FFXI if white mage didn't have haste or slow, bard is non existent or just didn't have their march spell (haste).

    RDM has both haste and slow.

    No serious group would play without haste in FFXI.

    Now imagine you can't sub RDM. No group would be playing without a red mage, it would be torturous compared to having one with you. If a class is almost mandatory to have and their role in a group isn't replaced by another, they are OP.


    That is what your asking for in XIV with time mage. The signature spells of time mage are haste/slow/stop and you cannot have one class with haste/slow/stop and all of the other classes without it and maintain balance.
    (0)
    Last edited by Montijin; 11-21-2012 at 04:26 AM.

  6. #135
    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)

  7. #136
    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 nokinator View Post
    rdm/time no no no.. not gonna happen to many other jobs gonna come out first then expansion jobs which rdm never been mentioned once, except in the forums of wishful thinking. It kinda sound like people want a job they can beateverythingwithouthelp...
    Not true Red Mage was mentioned in the player's poll.

    http://forum.square-enix.com/ffxiv/threads/46936
    (1)

  8. #137
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Montijin View Post
    You said that you wanted stop to prevent monsters from using certain attacks. So... you want disable but, you want it to be called stop because you want to see time mage and stop doesn't fit in an mmo and you know it? Okay.
    so I've made a mistake and called disabled, stop. thanks for pointed that out for me, it wont happen again.

    But, you do know those spell effects do exist in mmo right? okay
    (0)

  9. #138
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Alaltus View Post
    Not true Red Mage was mentioned in the player's poll.

    http://forum.square-enix.com/ffxiv/threads/46936
    true, and also new jobs like Arithmetician beats it.




    In FFT, Arithmetician is unlocked after getting Time Mage. (i think) edit
    (0)
    Last edited by Andrien; 11-21-2012 at 04:54 AM.

  10. #139
    Player
    Eiz's Avatar
    Join Date
    Nov 2011
    Posts
    54
    Character
    Eiz Zvahk
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Only Louisoix is > RDM
    (0)

  11. #140
    Player

    Join Date
    Nov 2011
    Posts
    56
    Quote Originally Posted by Andrien View Post
    so I've made a mistake and called disabled, stop. thanks for pointed that out for me, it wont happen again.

    But, you do know those spell effects do exist in mmo right? okay
    Cool, but that still doesn't explain how the signature spells of time mage are haste/slow/stop and you cannot have one class with haste/slow/stop and all of the other support classes without it and maintain balance.
    (0)
    Last edited by Montijin; 11-21-2012 at 05:17 AM.

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