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Originally Posted by
Karbuncle
RDM is good with a sword, however you're prowess ends when the mob reaches HNM status, Which is where your magic is suppose to take over. You have your Melee for weaker mobs, and your magic for tough mobs. any RDM should know this, and it makes perfect sense, They aren't called "Red Melee", they're called "Red Mage".
You're falling back on the joke that is the "mage" argument. I find it difficult to take you seriously when you start off with that.
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THey did this, By giving RDM its unique niche, Enhancing and Enfeebling better than other jobs. What needs to be done is to power up its enhancing and Enfeebling Capabilities.
AKA taking the job in an entirely different direction from what is dictated by its archetype (really, the sword&magic character forced into mezzer/buffbot). Making magic and melee both viable options for the hybrid in question would have prevented the mess that broke out between both camps from happening in the first place. Could have called the job something other than Red Mage (Green Mage or Oracle actually fits what we currently have better) and gotten similar results.
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Swords don't need to be left in the dust (RDM still has access to a lot of Melee gear and Almace/Excalibur), But at the same time i redirect you to my above statement, as a Hybrid job they are adept at melee, and Excellent at Magic.
That's not a hybrid job. That's a caster with an incomplete idea attached for novelty. Very different things.
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You're free to ask for Melee capabilities, just so long as they don't nerf Magic capabilities, Because you wouldn't be helping RDM
You seem to join Guardian in thinking I'd nerf RDM on the baseline, whereas I'd create a melee facet (hence the stances) and build off that without fear of melee proficiency breaking the job because the limiting mechanic that makes modern hybrids tick would actually be there, along with safeguards to prevent said melee facet from being misused or undermined by other players. Instead of crossing your arms at me before even hearing what I have to say, how about you ask me to elaborate?
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you'd be condemning it and everyone who plays it as a mage.
If you actually believe this, it only tells me that deep down you do realize the job in its current incarnation is poorly-designed.
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Frankly, You're arguing and instigating back, and in some cases, with a far harsher and irritated tone. We're adults "THEY STARTED IT" isn't working. You're just as guilty for continuing it.
I can admit to this. Do, however, keep in mind the melee camp is on the receiving end of the insults. In my case, also keep in mind I've been in these kind of arguments before. Different game, different class, but same archetype and same naysayer BS.
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If you actually want to make melee'ing viable on a Mage class, you are going to have to find a way to melee while keeping up the same casting load as a backline Red Mage.
This creates redundancy, so that would not fly. From a design perspective, cycles don't have a place in front line play.
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Frankly, there is no amount of melee DPS that is going to make up for the casting loss. Ever. If I needed a DD, I'd get a DD. If I wanted someone with basic backup magical ability to swing swords at a monster all day, I'd invite a Blue Mage. Red Mage is a caster. The idea, if you insist on forcing the topic, is to melee while still doing that casting. Not to replace it
My prior experiences on this matter beg to differ. DPS boosts, utility that makes it nice to have the hybrid stand in the front hitting things, some inconveniences to healing or safeguards to prevent the hybrid from being forced into buff-botting of heal-botting if front-lining, mezzing/debuffs tied in to front-line play and maybe even some nukes, too. Note the caveat: When front-lining.
If you want to look at it another way, when you play in the back line you get to use the aspects of your class to make the back line role work. When you front line, you use the aspects of your class to make the front line role work. The current model doesn't let that happen due to lacking mechanics and the fact that staying away from the mob (not just in the case of RDM, but most classes in this game) is the "easier" and "safer" alternative.
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I know Duelle seems to refer to anything non-melee as "Cure botting" or "Refresh/Haste spamming like a robot".
You do realize that our perceived "value" when talking about group dynamics largely hinges on heals, Refresh and Haste, right? Enfeebling plays second fiddle to the big three. Flexibility matters little in party content, in no small part due to the old "good parties don't run into things where your utility and flexibility would help, so shut up and refresh me" argument. If you're trying to bring RDM soloing again, I'll remind you that soloing means nothing in a game built around partying.
You guys also seem to have missed something I did make clear earlier in this thread: I don't mind having a melee RDM abide by the rules other melee follow in combat. If the SAM, DRG, WAR and MNK are being told to not hit a mob due to some encounter mechanic, I'm not going to expect to be melee'ing either. That'd make no sense.