Originally Posted by
cidbahamut
But that is how online gaming has always functioned. There's always going to be the optimal approach that gains popularity because it's distinctly more effective than the alternatives. Go look at any online game that receives patches and updates that do anything beyond fixing bugs and you will see over time there are shifts in what gets used. It's the nature of the beast.
The problem is that said aspect of the job has never been of much use outside of soloing or mobs which Scholars could be hitting with Great Axes. Those situations comprise a relatively small portion of the game's content, and trivially easy content is not what you focus your game design around. Red Mage has never been given the tools to truly support its melee aspect and at this point it's really too late to develop it in any serious capacity that would allow it to be incorporated into the metagame.
Right now Red Mage is a mage job, not a hybrid. It has been a mage job for years, not a hybrid. It's not a magical swordsman, it's a mage that happens to be able to equip swords. To get Red Mage on the front lines as the standard operating procedure would require changes that effectively recreate the job into something it has never been before. Anything less than that will leave us in the position we're currently in already: We've got a melee bit there, but we're still a mage and can function as a mage therefore we will be called upon to be a mage because we're more useful as a mage.
Red Mage melee really isn't as bad off as people like to make it out to be. It's just that it's an overly specialized tool in a toolbox filled with a bunch of other tools that are all much more general purpose. The only problem is that some carpenters are unhappy because there just aren't that many projects that allow them to make use of that overly specialized tool.