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My vision for RDM en-spells in FFXIVFollow

#1 Oct 27 2009 at 1:42 PM Rating: Decent
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It's no secret that RDM is known by our en-spells in melee combat. If you go back to FF1, RDM had a spell called Temper which was basically an en-spell version of berserk. Anyways, my idea for including en-spells in FFXIV is more of a support element with a twist.

RDM's will begin by using their unique job ability which I'll call "Meld" for now. By using Meld, you'll lower your sword and apply magicial properties to it before holding it up channeling the effect in an AoE aura. I've changed the idea behind en-spells too.

For example, Enblizzard will stil do ice based damage, but now it has more of an effect. Not only will en-blizzard cause ice damage, but a freeze effect that works like a paralyze proc. The mob is frozen for brief periods especially if the mob is weak to ice magic.

En-fire or En-flame could be used on machines and undead mobs. Heat disrupts machinery and cuts though undead with ease.

En-thunder would of course have a stun proc, destroy machines, and wreck havoc on water-based creatures.

En-light and en-dark would work best on mobs weak to those elements. En-light could work like a Banish-like effect on undead. En-dark would be a Dispel proc and damage mobs weak to dark base magics.

En-aero would work well on rock creatures due to the eroding effect. Also features a silence proc which is useful on mage mobs like Soulflayers.

Well this is what I got so far. The idea was in my head, I personally would love to see a front-line RDM that works using DNC-ish buffs in FFXIV.
#2 Oct 27 2009 at 2:02 PM Rating: Good
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Adding those procs, in my opinion, would make the spell too powerful, unless it's a very low proc, at which point it would be unreliable and pointless.

I personally think the way they were done in FFXI was fine, though they could use a buff in damage.
#3 Oct 27 2009 at 2:06 PM Rating: Excellent
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Enthunder should totally just jump to multiple targets.
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#4 Oct 27 2009 at 2:14 PM Rating: Decent
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Yogtheterrible wrote:
Adding those procs, in my opinion, would make the spell too powerful, unless it's a very low proc, at which point it would be unreliable and pointless.

I personally think the way they were done in FFXI was fine, though they could use a buff in damage.


If FFXIV used the same engine as FFXI, I would agree with you. But unlike FFXI, I'm highly expecting FFXIV mobs to share more weaknesses besides ice/thunder. Obviously, these effect would work best on party mobs, not mission boss types. I agree the proc rate for the added effect should be low, but I definitely think RDM should be to AoE their en-spells. That way, RDM would be more balanced as an hybrid mage. For example look at COR. They buff and do extra side damage. That's all I'm trying to do with my RDM idea. The procs of the extra effects should be low, but other than that, I think SE should do this.
#5 Oct 27 2009 at 2:26 PM Rating: Decent
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Some tweaking is needed, but otherwise this is the general direction the rdm enspells should have gone, even in FFXI. At some sort of small damage bonus against a specific creature type for flavor, and then make them functional disablers.

Adding a cooldown to the proc would easily make all of these balanced. Such as "enthunder: grants thunder damage and can stun every 5 seconds." This gives a player control and predictability while not imbalancing the spell if players choose to gain insanely high attack speed.
#6 Oct 27 2009 at 2:43 PM Rating: Decent
Yeah, the biggest disappointment about en-spells in FFXI was that it was pretty much consistent low dmg on any mob. It didn't seem like it mattered what the mob was weak to. En-spells should have had (IMO) a much higher dmg output to make rdm melee feasible. At least, make them worth having on the front line. I hope they do a better job with them in 14.
#7 Oct 27 2009 at 4:48 PM Rating: Good
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I like the idea someone suggested a month or so ago. It is a little overpowered for a RDM to be able to melee well, case whm and blm spells. Instead give a sort of either/or option. Either you can melee well with enspells or you can be effective at casting spells. I think the person suggesting this used double cast in the theory. Limit the RDM to weaker spells that you can double cast for full potency. If you have an enspell on you can't double cast but if you don't have an enspell you can double cast.

If this were the case I think the procs suggested by the OP would be well suited.

I also think they should add enlight and endark.

Edited, Oct 27th 2009 3:50pm by Yogtheterrible
#8 Oct 27 2009 at 5:14 PM Rating: Decent
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Red Mage is a myth. Hello Fencer!

In all seriousness, if RDM even returns in any capacity, i'm not entirely sure they'll have -en spells in toe with them. They were so vanilla in XI, i'm not sure I'd want to see them back unless their damage was upped exponentially when used properly (aka strong ele against weak ele).

An what do I really want to see if they come back? Well... I want to see my sword infused with magic power tbh. To be frank, I want to see my sword on fire if I'm going to be having a sword imbued with fire, rather than have it be useful.
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#9 Oct 27 2009 at 5:32 PM Rating: Good
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I'd also like to pipe in that I felt like there was a similar issue with Bard's and their Threnody (element based) songs. They were barely ever used because they didn't do much at all. It would be cool if Bards could really weaken a mob to a certain element, even if for a short amount of time, so that when timed right, massive elemental damage can be done.
#10 Oct 27 2009 at 6:34 PM Rating: Default
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I hope we don't get RDM this time around but instead get Fencers with Rapiers as weapons that have elemental inducing ability but no magic and mages who specialize in enfeebling or support.

SE just doesn't know how to balance Hybrids correctly and if people wanna play RDM they should just keep playing XI ;)
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#11 Oct 27 2009 at 7:42 PM Rating: Decent
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CommanderKing wrote:
I hope we don't get RDM this time around but instead get Fencers with Rapiers as weapons that have elemental inducing ability but no magic and mages who specialize in enfeebling or support.

SE just doesn't know how to balance Hybrids correctly and if people wanna play RDM they should just keep playing XI ;)
Fencer has always been a pre requisite to Red Mage, so really rolling them together made plenty of sense.

And I like the fact that they're a hybrid. Every game should have them. They're amazing for people who get bored only filling one role with their character and like to switch between roles easily. After I played a hybrid, I never went back.
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#12 Oct 27 2009 at 10:03 PM Rating: Decent
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Quote:
Fencer has always been a pre requisite to Red Mage, so really rolling them together made plenty of sense.


Oh, you mean in the games that had Fencer. I was haven't a wut moment there for a second.

I definitely want hybrids-- I'm still hopeful they won't even have rigidly defined jobs and roles.

I think the Sorceror job in FFV was similar to what the OP was talking about, and I remember them being really powerful. Personally I would like to see a lot of different potential weapon enchantments and properties, even allowing weapons that change form. Not in the way that SAM has access to a crappy GKT that has an en-Fire effect, but in a way that everyone could potentially have an effect or two or three innate to any weapon they wanted.
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#13 Oct 28 2009 at 11:35 AM Rating: Excellent
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A nice chunk of RDM's problem in XI was people just wanting them to be a WHM. Avoid that while endorsing a unique concept more reliably and v2 certainly has the potential to be more fun.
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#14 Oct 28 2009 at 2:56 PM Rating: Decent
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I personally think RDM didn't have any problems in FFXI. If people wanted me to main heal, I did it and I did it well. But I preferred the enfeebling role. Though, I did love it when the the puller brought one too many mobs and the WHM died or ran out of mp after one mob and I had to juggle healing, enfeebling and buffing for the last mob.

There were simply a couple things I thought could be improved such as the melee aspect. I personally would have liked to be up with all of the melee, hitting the mob every once in a while while I was enfeebling and buffing.

Even though I liked the FFXI RDM I think it could use a change just for change sake as long as they keep the emphasis on the RDM's uber soloing skills and it's ability to fill many roles
#15 Oct 28 2009 at 3:27 PM Rating: Excellent
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Quote:
Even though I liked the FFXI RDM I think it could use a change just for change sake as long as they keep the emphasis on the RDM's uber soloing skills and it's ability to fill many roles


I know some RDMs dig this, but I want the opposite. Stupid solos need to be prevented, otherwise it becomes a foothold for people damning needed updates. Or the ever classic, "You're a RDM, go solo it!" when you're looking for help with something.
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#16 Oct 28 2009 at 4:38 PM Rating: Decent
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Seriha wrote:
Quote:
Even though I liked the FFXI RDM I think it could use a change just for change sake as long as they keep the emphasis on the RDM's uber soloing skills and it's ability to fill many roles


I know some RDMs dig this, but I want the opposite. Stupid solos need to be prevented, otherwise it becomes a foothold for people damning needed updates. Or the ever classic, "You're a RDM, go solo it!" when you're looking for help with something.


Maybe this was after my time but I've never had anyone tell me to solo something. They were always happy to have a RDM in the group. In fact...I rarely had to ask for groups as people were always clamoring to get me into theirs. Which is why I would always run around anon.

I don't mind if every class can solo equally well as long as it takes a great amount of skill to solo anything special.
#17 Oct 28 2009 at 5:51 PM Rating: Good
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As far as some of the En-spell effects:

Enfire = fire based damage over time effect, burn damage.
Enlight = small auto regen effect on the people effected.
Endark = drain/aspir proc chance.
Enstone = change to immobilize the target.

Obviously these also do additional damage to enemies weak to the specific element.
I think your Enblizzard, Enthunder and Enaero effects are good.
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#18 Oct 28 2009 at 9:29 PM Rating: Excellent
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Yogtheterrible wrote:
Seriha wrote:
Quote:
Even though I liked the FFXI RDM I think it could use a change just for change sake as long as they keep the emphasis on the RDM's uber soloing skills and it's ability to fill many roles


I know some RDMs dig this, but I want the opposite. Stupid solos need to be prevented, otherwise it becomes a foothold for people damning needed updates. Or the ever classic, "You're a RDM, go solo it!" when you're looking for help with something.


Maybe this was after my time but I've never had anyone tell me to solo something. They were always happy to have a RDM in the group. In fact...I rarely had to ask for groups as people were always clamoring to get me into theirs. Which is why I would always run around anon.

I don't mind if every class can solo equally well as long as it takes a great amount of skill to solo anything special.


That's because they needed a healer, and most people hate playing healers. Refresh, by proxy, just makes a healer better, be it a PLD or WHM, too. Early on in the game's life, you could've maybe gotten away with being a nuker while tossing out (de)buffs, but melee was never encouraged, even frowned upon. Eventually even nuking got shunned and enfeebles "aren't needed" for a lot of EXPing anymore.

I'd also argue a lot of the solos aren't that complex. Just Bind or Grav when you can and keep the Bio/Poison tickling them.
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#19 Oct 28 2009 at 10:30 PM Rating: Decent
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Seriha wrote:
I'd also argue a lot of the solos aren't that complex. Just Bind or Grav when you can and keep the Bio/Poison tickling them.


Oh, I agree. But it doesn't have to be complex to be difficult. In fact, I prefer simple gameplay to anything else. It still takes tricky timing and thinking on your feet to do the harder NMs though. It isn't necessarily complex, just difficult to get it down. Takes practice.
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