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  1. #11
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,309
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Jonnycbad View Post
    It's the same reason why Brotherhood only affects phys dmg.

    There's only 1 job that gets a buff that raises everyone's damage directly and it's SMN's Devotion..
    Astro.

    You can make anything 'make sense' if you paint a scenario for it.

    It's a damage buff. It's bottom line. Any other sort of justification not only doesn't hold water (A party is going to be well within range of each other for standard 15-20y radius) as well as failing on its own merit (Because it also buffs the Red Mage's spell damage, which can be done at range, and at least one spell likely will; The combo finisher following a displacement)

    Why shouldn't Red Mage have a decaying 10% to Damage? It averages out to 6% all damage with 16% uptime (1% RDPS on average) compared to -just Bard's passive crit bonus- which is 2% crit, which at base crit levels is 1% more average damage.
    (1)

  2. #12
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,073
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Gunbreaker Lv 90
    heres what i would do to fix RDM

    red crystal now gives you a 10% damage buff
    if you have blue crystal or white crystal buff it will weaken respected spell by 10%
    Monochamy(pvp skill becoming a normal skill) is a 10 second debuff on enemy (similar to foe requiem and trick attack) 80 second CD Cost 50 of each mana to use
    Manafiction is now 80 second CD and will restore a little bit of MP
    Embolden is the same 10% buff but for the entire 20 seconds no drop off and will give a 10% heal buff too
    Displacement now halve enmity
    Corps-a-corps now resets the timer on ver fire,ver stone,enhanced scatter and Impact (puts it back up to 30)
    Scatters enhance scatter proc is now 50%
    when you cast Jolt 2 it turns into impact till you use it then turns back to jolt 2 not a separate button
    moulinent now cost only 25 to be enhanced
    (0)

  3. #13
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    825
    Character
    Ohlala Chico
    World
    Zodiark
    Main Class
    Alchemist Lv 90
    agree, increase Emolden potency... or make it buff both physical and magical dps of all party members..

    if theyre honest, most want drg, nin, brd/ mch, mnk and even smn for theyre "buffs".. (sure, also for theyre other utilities.., but Ive seen it too often, its mostly for the buffs, unless a fight has extreme mp usage for healers or extreme aggro reasons or needs plenty rezes .., but those aside all want buffs in raids)
    (0)
    Last edited by Shiroe; 06-16-2018 at 06:59 AM.

  4. #14
    Player
    LordMaitreya's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Jsun El
    World
    Gilgamesh
    Main Class
    Dragoon Lv 70
    Rdm dps seemed fine before they fixed the bug. Since they fixed that and the other casters received some unnecessary buffs the job is perceived as weak to the if it’s not the best it sucks crowd.

    Maybe they could accelerate entering melee faster to slightly increase dps and the pace of the job without making too many people cry. Especially black mages.
    (1)

  5. #15
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    Embolden offers such unique effect and a very high one too when you compare it to the party buffs from other jobs. So it's need to be very careful if you cause it to effect both Phys/Magic damage of all party members otherwise it's essentially just an OP version of SMN's Devotion (without the added healing potency).

    RDM could benefit from a slight increase in either potency of certain actions or a little quicker increase of Mana or decrease in their cost for rotations. Definitely Tether needs some rework maybe something similar to the Tri-Bind improvement, as it's pretty much a useless action in high level content (excluding Eureka).

    I don't find MP to be an issue with RDM at all unless you are rezzing unnecessarily (i.e. not giving healers the chance first, or having too many deaths in the party).
    (0)
    Last edited by Kurando; 06-18-2018 at 10:20 AM.

  6. #16
    Player
    JohnnyDevo's Avatar
    Join Date
    Jun 2016
    Posts
    190
    Character
    J'majha Devo
    World
    Midgardsormr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Wayfinder3 View Post
    the problem is dualcast rez, it's strong enough that if we get any sort of direct buff. it could make smn and blm less than stellar. Unfortunately even if we saw a potency gain, if it doesn't make us the best caster. the community will just treats the job like it's bad.
    In pulls that actually lead to a clear, summoners are better at rezzing than red mage. The GCD that red mages spend is worth quite a lot more potency than the gcd that summoners spend. And if you've gotten to the point where more than 3 people die within 60 seconds, you're either running casual content where comp doesn't matter, or you're gonna wipe.

    Quote Originally Posted by Duskane View Post
    heres what i would do to fix RDM

    1)red crystal now gives you a 10% damage buff
    2)if you have blue crystal or white crystal buff it will weaken respected spell by 10%
    3)Monochamy(pvp skill becoming a normal skill) is a 10 second debuff on enemy (similar to foe requiem and trick attack) 80 second CD Cost 50 of each mana to use
    4)Manafiction is now 80 second CD and will restore a little bit of MP
    5)Embolden is the same 10% buff but for the entire 20 seconds no drop off and will give a 10% heal buff too
    6)Displacement now halve enmity
    7)Corps-a-corps now resets the timer on ver fire,ver stone,enhanced scatter and Impact (puts it back up to 30)
    8)Scatters enhance scatter proc is now 50%
    9)when you cast Jolt 2 it turns into impact till you use it then turns back to jolt 2 not a separate button
    10)moulinent now cost only 25 to be enhanced
    1) It's an interesting thought, but not for pre-5.0, I don't think. A red mage typically spends... say... 3-5 gcds every 40 seconds without a red crystal. Given one of those GCDs is your verholy/flare, I'd estimate that this is quite simply a straight 7% increase in damage. This would shoot red mage from where it is now to somewhere between monk and black mage, but based on its utility it should be put somewhere in the realm of dragoon or machinist. While red mage does need a buff, I think it simply needs it in the form of fine-tuned potency changes, and leave new mechanical changes like that for 5.0.

    2) Red mage is already punished in the form of lowered mana generation, which translates directly to lost potency.

    3) 100 mana (50 of each), multiplied by the calculated mana-to-potency value of mana (~4.7 potency per mana) equates to 470 potency. If the red mage wanted to make this damage up, he would have to deal 4700 potency within the next ten seconds, which is... quite simply not gonna happen. Even if you plan ahead and get to 90/91, pop this, then manafication, and use your melee combo as well as line up fleche, contre sixte, displacement, and corps-a-corps with a swiftcast to top it all off right before the debuff falls off, you've squeezed 1520 (full melee combo) + 300 (thunder) + 260 (CaC and displacement) + 420 (fleche) + 300 (contre sixte) = 2800 potency. Yes, it's quite certainly a raid dps increase, but that's not what red mage needs with half of its utility already coming at the cost of its damage.

    4) Define "a little bit" and I'll tell you if it's a nerf or a buff. But I'd rather not have it either way, because this class definitely doesn't need any simplification.

    5) This is now a better ability than trick attack, and doesn't cost the red mage any uses of a ninjutsu like ninja does. Honestly, trick attack needs nerfing, and embolden is mostly fine. Have it affect all damage types on everyone and it'd be good.

    6) red mage doesn't have enmity issues, excepting the first 2 seconds of the fight because its squeezing 1320 potency into that window. To solve that problem, red mage takes diversion. To solve its mana problems, it takes lucid dreaming. Between the two of those, I've often had zero problems with aggro even without ever using diversion again, because lucid takes care of the rest. And displacement would not solve the "first two seconds" problem. Honestly, displacement's damage should be removed and shunted somewhere else into the kit. If bard's mobility utility can be held, why not ours?

    7) Hmm... It's an interesting idea. Kinda like it. It'd help solve those issues where you sometimes have too many procs and you're forced to use an impactful proc before it falls off even when you have the other two up.

    8) I would personally much rather it was a 100% chance to proc and had some other skills to meaningfully lead into. But that's future-design-space territory. As that is it's just a buffed version of the same old "spam scatter until you moulinet". Don't disagree with it, but don't think it's necessary.

    9) yes. 100% agree.

    10) I'd have to disagree here. If red mage needs buffs, it's not in the aoe department. You can already fit 5 enchanted moulinets into an embolden window, this would just make it easier to preform and bump it up to 6. Which seems like overkill. I'd rather they focus on red mage's single-target issues.



    Red mage definitely needs buffs. And it also has a lot of open design space. However, those are, to me, different issues. Give red mage simple dps and QoL buffs to put it in line with its current level of utility. Save all the neat things, like branching melee combo, or alternate ways to spend mana, or bonuses for having lots of procs, etc, for 5.0 and beyond.
    (1)
    Last edited by JohnnyDevo; 06-18-2018 at 12:30 PM.

  7. #17
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Wayfinder3 View Post
    the problem is dualcast rez, it's strong enough that if we get any sort of direct buff. it could make smn and blm less than stellar. Unfortunately even if we saw a potency gain, if it doesn't make us the best caster. the community will just treats the job like it's bad.
    Except... it isn't. While valuable, dualcast raise only really benefits initial prog. Once you've seen the mechanics, RDM's lackluster damage makes SMN a far superior choice. Keep in mind, SMN has a raise too. So you don't necessarily have to clear the mechanic but simply see it once or twice. If people are still making mistakes, well, SMN can pick them up and will help alleviate the lost rDPS better.
    (4)

  8. #18
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    318
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Except... it isn't. While valuable, dualcast raise only really benefits initial prog. Once you've seen the mechanics, RDM's lackluster damage makes SMN a far superior choice. Keep in mind, SMN has a raise too. So you don't necessarily have to clear the mechanic but simply see it once or twice. If people are still making mistakes, well, SMN can pick them up and will help alleviate the lost rDPS better.
    Yes but advocating that rdm is poorly balanced because of verrraise isn't the same as saying verraise shouldn't be the reason why rdm is where it is. RDM has low dps because in prog if it could pick up an entire team"hyperbole" or even 2 within the 60secs it would take any of the healers to do while doing more comparable damage to the other casters, SMN & BLM would be practically worthless. It's a very powerful utility when it works, and it does work. I will not discredit the claim that it falls off after prog and i understand that you believe it shouldn't be balanced around verraise but, as of now verraise is far too powerful "when" it works to ignore.

    RDM is balanced around verraise correctly, if we want more from the job. ASK for a rework and the removal of dualcast rez instead of meaningless potency increases that won't mean anything if they don't make the job closer to it's counterparts. Lets also be realistic, if rdm gets buffed to where it's more valuable than SMN and BLM, it's going to still have compete with MCH and the double ranged meta

    we don't want rdm monoplizing the prog meta because that doesn't fix anything and any buff to post progression is also a buff to progression (AST cards aren't weaker in progression). SMN being able to rez means nothing if rdm can do it better and, it can. SMN is high dps low rez, RDM high rez, low dps and thats a fair way to balance the job even if we all don't agree with it. Verraise is that so powerful don't undervalue it
    (1)
    Last edited by Wayfinder3; 06-19-2018 at 03:17 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  9. #19
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Wayfinder3 View Post
    Yes but advocating that rdm is poorly balanced because of verrraise isn't the same as saying verraise shouldn't be the reason why rdm is where it is. RDM has low dps because in prog if it could pick up an entire team"hyperbole" or even 2 within the 60secs it would take any of the healers to do while doing more comparable damage to the other casters, SMN & BLM would be practically worthless. It's a very powerful utility when it works, and it does work. I will not discredit the claim that it falls off after prog and i understand that you believe it shouldn't be balanced around verraise but, as of now verraise is far too powerful "when" it works to ignore.

    RDM is balanced around verraise correctly, if we want more from the job. ASK for a rework and the removal of dualcast rez instead of meaningless potency increases that won't mean anything if they don't make the job closer to it's counterparts. Lets also be realistic, if rdm gets buffed to where it's more valuable than SMN and BLM, it's going to still have compete with MCH and the double ranged meta

    we don't want rdm monoplizing the prog meta because that doesn't fix anything and any buff to post progression is also a buff to progression (AST cards aren't weaker in progression). SMN being able to rez means nothing if rdm can do it better and, it can. SMN is high dps low rez, RDM high rez, low dps and thats a fair way to balance the job even if we all don't agree with it. Verraise is that so powerful don't undervalue it
    And as noted by JohnnyDevo above, you won't meet enrage under those circumstances in any fight with a strict enough enrage where death matters. You aren't clearing Guardian and God Kefka early into the tier with several deaths in quick succession. Clown Kefka's DPS check within the first few weeks was harder to meet than anything in Ultimate. RDM's value plummets in such a scenario because 2-4 deaths means, you wipe. Go back and stop dying. Even in more casual settings, people still prefer wiping after multiple deaths in lieu of saving a run because it's less of a strain and, admittedly, parses.

    Buffing RDM's numbers slightly does not mean it monopolizes prog anymore than WHM does. It means players won't be gimping their party by an absurdly high rDPS loss. Currently, SMN contributes 600 more pDPS while offering comparable utility. That's the equivalent of Trick Attack or Disembowel+Battle Litany with BRD. We can close the gap without RDM suddenly dominating prog.

    If it must be a dichotomy, I would rather RDM have a significant DPS and/or utility buff with Verraise getting a 60sec lock than keep things as they are. Frankly, all three casters need to be looked at because the answer remains "SMN" in virtually all scenarios.
    (4)
    Last edited by Bourne_Endeavor; 06-19-2018 at 04:55 AM.

  10. #20
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    825
    Character
    Ohlala Chico
    World
    Zodiark
    Main Class
    Alchemist Lv 90
    rdm can't lose its dual-cast / rez ability (become like smn rez), and get more dps instead..., that would make rdm lose its identity

    rdm: high rez / low dps (easiest to master in raids)
    smn: low rez / high dps (middle easy to master if pet syned pet, hard to master / max with obey pet)
    blm: no rez / very high dps (but probably hardest to master in raids)

    casters have a certain balance and variety at the same time

    rdm low dps is only a problem, if the whole group has low dps or its speed kill / farm ..., still see smn / rdm spots open more often (in UWU), than smn / blm .. many still just like the embolden buff for personal reasons over the high blm dps

    but a tick more deeps for rdm can be fine, just rdm is already very desirable in most content and very unique..., whlie blm stil struggles in some PFs

    smn is the winner atm, but there will always be a winner...
    (0)
    Last edited by Shiroe; 06-19-2018 at 06:24 AM.

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