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Question about the lack of spells/skills from 1.0-->ARRFollow

#1 Aug 15 2013 at 10:50 PM Rating: Decent
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hello I have been roaming the forums once again for information and never really thought or looked up the difference between skills specially spells from 1.0 which i remembered as I was conjurer/thm before i quit.

now after going to the wiki website I have a few thought ( please forgive my lack of knowledge and any misunderstandings)

here i go:

Conjurer:
Im all ok for this turning into a full time healer like a whitemage from ff11 which makes sense, but what the heck happened to all the nice spells we used to have like:

Flare, Burst, Tornado, Freeze, Quake, Flood. ( ancient magic )

Burn, Frost, Choke, Rasp , Shock

etc

now they even removed the classic spell shell and combined it as a passive ( which is.....ok i guess that way its a bit unique but it still sucks they completely removed so many dam spells even tho a lot of the were nto as useful the list now sucks a bit and got shrunk down and completely simplified too much.

THM(thamaturkey is what i call it)

Im also cool and ok with this one also being changed to black mage type, but it also lacks a crap ton of spells that they used to have in 1.0

remember the absorb spells and the spikes skills ( this class was a bit overpowered when i used to play with the banish scourge spam ftw lol but it had a lot of options.)

they removed a ton of options and little unique spells to play around with I am not happy with this at all and did not realize they removed so much dam spells. Am I alone on this? ff11 had a ton of spells also its fun to have a diverse amount of things to use. When did they change this ? or are there spells not listed in the wiki website that i am not aware off?

I apologize if its been discussed but I have been MIA from ff14 before the 1.20 patch ( or was it 1.23)
this is a complete buzzkill for me as i liked mage classes and liked having a lot of options to play around with, one of the perks of leveling mages was having options for these things.

what about disciples of war?

My favorite class was pug and event his was completely changed for the worst, it sounds confusing as hell and they have you dancing around the screen with different things ( thank you guys also for explaining this to me before on another thread ) but i much prefered 1.0 pugs than this. Call me lazy but it sounds like a lot of work for just using skills compared to other classes who can do stuff without so much limitations or requirement.

BTW:
did they also remove weapon skills such as Simian Trash ? this alone was reason for me to play the class as it reminded me of weapon skill from FF11

please forgive my lack of knowledge but the amount of stuff ( which I am extremely late to realize/ late to the party ) removed is insane unless they have not listed everything on the databases online. Non flaming in any way and apologize for any offense to anyone but this is my good to honest opinion after looking over skills online.

are we stuck with the minimal amount of stuff listed on websites from level 1-50 passives and actives and thats it? or do they separated weapons skills from this? this is a bit confusing.


P.S-
this is link to old skills to compare to:
http://ffxiv.zam.com/en/abilitylist.html?class=23

vs

http://ffxiv.consolegameswiki.com/wiki/Conjurer

seems so dam short now that i look at it
Edited, Aug 16th 2013 12:51am by KingAlkaiser

Edited, Aug 16th 2013 12:52am by KingAlkaiser
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#2 Aug 16 2013 at 10:32 AM Rating: Default
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I guess I'm the only one who felt this way about it lol.
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#3 Aug 16 2013 at 10:46 AM Rating: Decent
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KingAlkaiser wrote:
I guess I'm the only one who felt this way about it lol.


I havent played beta at all yet but having played FFXI in the past for a very long time and then looking at the list of available skills/spells in this game leaves me with the same disappointment that you seem to have. I definitely enjoyed the huge spell list that casters had although I always wished that melee would have more abilities. I hope this game adds more skills for both melee and casters.

It makes the game more enjoyable, adds diversity, creativity of playstyles, and makes it so that its not simply common sense what to use in every situation to the point where you have virtually zero difference between players. I really hate when its very difficult to tell between a good player and a bad player simply because there's not a wide variety of skills to use, lowers the "skill curve/cap" and makes the game more dry IMO.
#4 Aug 16 2013 at 10:51 AM Rating: Good
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I find the limited scope of skills both good and bad.

Good:
the skills generally remain useful as you level up. Having 400 skills and only using 3 isn't what I consider a broad spectrum of skills.

Bad:
You don't have much variety in your class. This is one area I believe WoW shines, is the vast number of ways to play your class. Neither FFXI nor FFXIV have this variety.
#5 Aug 16 2013 at 11:42 AM Rating: Good
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KingAlkaiser wrote:


they removed a ton of options and little unique spells to play around with I am not happy with this at all and did not realize they removed so much dam spells.



Chill man, this is the beta. We can only get to level 20, and then the cap is 50. Ancient spells seem like a 70+ deal. Keep your eyes peeled for all this stuff to appear in expansions. They seem like they are trying to make a mechanically functioning game first and foremost, and then if it shows enough interest, the funding will appear to push all the other stuff in. I can't imagine after 1.0 failed, Square Enix said "Hey here's some more money! Go out there and do the same thing!" From my understanding (I have no experience personally with 1.0) the complaints were mainly due to basic failures to make the game playable. If you can build a good foundation, then anything else is fixable.

#6 Aug 16 2013 at 3:15 PM Rating: Decent
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Valkayree wrote:
KingAlkaiser wrote:


they removed a ton of options and little unique spells to play around with I am not happy with this at all and did not realize they removed so much dam spells.



Chill man, this is the beta. We can only get to level 20, and then the cap is 50. Ancient spells seem like a 70+ deal. Keep your eyes peeled for all this stuff to appear in expansions. They seem like they are trying to make a mechanically functioning game first and foremost, and then if it shows enough interest, the funding will appear to push all the other stuff in. I can't imagine after 1.0 failed, Square Enix said "Hey here's some more money! Go out there and do the same thing!" From my understanding (I have no experience personally with 1.0) the complaints were mainly due to basic failures to make the game playable. If you can build a good foundation, then anything else is fixable.




the problem with this is that even tho is open beta the skills are already listed from level 1-50 and passives, from the looks of it it seems this is what we are going to have while playing around. This is my number one complain so far with lack of skills and ability from what seems to be due to simplification or lazyness. I much prefer the one in 1.0 to this so far. I actually liked the options and even the point collecting for unlocking additional things.

this is a complete buzzkill for me wanting to play mage classes, and even disciples of war look about same with a crap ton of overall reduction or removal of skills/weapon skills/spells/etc.
____________________________
I Am Alpha And Omega
The Beginning And The End
The First And The Last
--------------------------
DRG/WAR-http://ffxi.allakhazam.com/profile.xml?57308
SMN/WHM- http://ffxi.allakhazam.com/profile.xml?57308
[ffxivsig]416341[/ffxivsig]
#7 Aug 16 2013 at 3:25 PM Rating: Good
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KingAlkaiser wrote:

the problem with this is that even tho is open beta the skills are already listed from level 1-50 and passives, from the looks of it it seems this is what we are going to have while playing around. This is my number one complain so far with lack of skills and ability from what seems to be due to simplification or lazyness. I much prefer the one in 1.0 to this so far. I actually liked the options and even the point collecting for unlocking additional things.

this is a complete buzzkill for me wanting to play mage classes, and even disciples of war look about same with a crap ton of overall reduction or removal of skills/weapon skills/spells/etc.


Hmm, I haven't sat around enough with the game yet to get a good grasp of what is there. Considering that I saw some people running around level 14 at lunch in a non-legacy server makes me believe that either those ppl were insane or the game will really start at level 50. I can't believe that 50 will be "end game". Seems like it was designed to eventually cap at 200 (or at least 100). That's when I imagine that the skill set will fill out.

I'm personally peeved that I can't play as blue mage or thief but hey, watcha gonna do? I'm not going to quit playing over it, the game is awesome imo. Smiley: grin
#8 Aug 16 2013 at 3:41 PM Rating: Good
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1.0 BLM had only Freeze, Flare and Burst. I don't think there was any Burn, Frost, Choke, Rasp etc, I believe they were part of the Freeze, Flare, Burst.

Are you sure you are not trying to compare ARR BLM to FFXI BLM?

Edit: I see you are comparing to pre jobs 1.0. I guess the number of spells have gone down. *shrug* It doesn't bother me.

Edited, Aug 16th 2013 5:48pm by Arjuncorpse
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