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Originally Posted by
Supersun
The main problem I believe actually stems from that we are looking at MMOs balance in the wrong way, mainly the Healer, Tank, DD, trinity.
Not to sound crass, but ignoring a pillar of game design like the trinity is already getting off to a bad start. There have been outliers, of course, but they create more problems than they fix. RDM proved this quite readily when parties were trapped in jeuno because they lacked someone with refresh/ballad.
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That being said the issue with Red Mage is that it's terrible at synergizing with certain other jobs because a lot of their buffs/debuffs don't stack with other jobs. For example White Mage, your traditional healer, syngergizes terribly with Red Mage, especially in a game state where enfeebles are worthless. The only thing Red Mage offers to the White Mage that synergizes is Refresh II and even that doesn't synergize that well since they can sub for their own refresh. Sure they can back up cure and help haste the DDs but there's no synergy with a white mage doing that (unless your White Mage has to rest a LOT). You would probably be better off inviting a Bard with a healing sub if you wanted that. The Bards ballad stacks with the White Mages Refresh and the Bard syngergizes with the White Mages offensive buffs as well (Haste + March). The White Mage supplies nothing I can actually think of off the top of my head that synergizess with the Red Mage.
This is due to them sharing spells. It would have been another story if RDM spells had been completely different from what WHM and BLM have access to. RDM, being RDM, is simply utilizing those spells to full its spell list. That's well within concept of the job, so it can't be helped.
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The Red Mage really only has one thing to contribute the offense that synergizes that the White Mage doesn't have, Dia III, and with Dia III not being that significantly stronger then the White Mages option, Dia II, and in a game state where most heavy DDs can pretty much cap attack with just their food and their own buffs that leaves Rdm in a bad predicament.
Even if this were not the case, that'd leave the RDM to be invited for enfeebles, adding that to cure and refresh duty.
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There has to be some way to compensate for this on the generalist end and frankly one of the easiest ways is to simply create artificial synergy. If a specialist is 100% of a job (for this example, in reality they tend to have other aspects as well). The improper way to create a hybrid would be a 50% 50% split between 2 roles. Inviting 2 specialists for those roles generally create more synergy then inviting 2 of the hybrids. Like I said one easy way of fixing this is to just create artificial synergy. If instead you made the hybrids 70% and 70% then inviting 2 hybrids would "artificially" create synergy by giving rhe party 140% worth from 2 people. The problem with this though is that people will still invite what is better and either the hybrids artificial synergy will surpass the specialists or they will still be weaker. Mind you that there is an area of grey that makes it difficult to tell which one is actually ahead, but getting anywhere near that area is already difficult.
As I've seen this tried elsewhere, it wouldn't really work. Even with the smaller numbers and stat values in FFXI, it still would not pick up because in the end, the masses are not number crunchers. They're not going to tell themselves that inviting the hybrids will compensate for the pures they're leaving out because of utility. They'd have to be perceived in a way that they contribute near equally (the mythical 5%) before it comes anywhere close to being accepted.
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Unless someone things of another unique way to give Red Mage additional synergy that doesn't step on the toes of Sch or Blu the only way left really is artificial synergy.
I don't look at it as stepping on toes. I look at it as RDM joining the new definition of hybrid instead of being stuck in the stone age in terms of design. Hybrids like RDM were seen in everquest and a bunch of older games. Those days are long gone, and while everyone has had ways to get with the times (even BLM), we're got very little thrown our way.
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The moment you start taking needed things from RDM just to appease people, the more you cripple it in a way that'll steer them toward the specialists.
Depends on what is needed. Versatility we need. Ability to switch roles on the fly, which from a balance standpoint is what keeps the devs from touching our class, is not.
I can compromise, though. I originally said what I said due to figuring a melee stance would have something like an instant attack on a one-minute cooldown that would allow an elemental spell to be cast through the equipped blade (sword or dagger). We're already doing away with cast times with that alone. In conjunction, my version of Magic Fencer (which would be gained in the 50s when this stance is active) would grant a TP bonus to spells cast through this instant ability (I've yet to figure out what limitations to place to prevent some guy building TP, then switching to a MAB set and then using the ability...short of making the instant use ability's damage be unnaffected by MAB). I guess I could make it work with only your second highest tier. So at lv cap RDM would be able to insta-cast tier IIIs (with a TP bonus) and have tier IVs to hard cast. Guess I should write this down as a class concept and post at some point.