Greetings red mages!
Thanks for all of your feedback and sorry to keep you waiting! Here are a handful of responses we got from the development team in regards to your questions and requests.
As was stated in the preface of the job adjustments concept, the core concept of these adjustments is to make each job useful in HNM fights as well as other battle-related content. That said, we mentioned that the job adjustments will focus on party structuring, but that doesn’t mean that we will not be looking into the sword-wielding proficiency of red mages. We are actually planning adjustments to red mage’s proficiencies in the upcoming version update.Do you have any plans to enhance the viability of our sword-wielding proficiency?
We have no plans for this at the moment. When looking at the current system, where enfeebles take place using magic and En-spells increase damage, we’re pretty satisfied with the current separation of the two.Make it possible to add enfeebling effects to En-spells.
Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.Add higher tier En-spells.
We would like to look into perhaps having this take place through merit points.Add an ability that enhances the effect of En-spells.
Enlight and Endark are special magic spells for paladin and dark knight respectively and we have no plans to add them to red mage at this time.Make it possible for red mage to use Enlight and Endark.
In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.Get rid of the 100% enfeeble resists on some monsters.
Since enhancing magic is an area that red mages excel at, we would like to add something. We have been receiving a lot of ideas for enhancing magic and we will be keeping them in mind when exploring this subject.Add new enhancing magic.
We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.Will red mage be able to the use the higher tier Gravity?
We will be looking into both of these along with the weapon skills revamp.Allow red mages to use one-hand sword weapon skills that can only be used by certain jobs and support jobs. We also want staff weapon skills.
We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.Give red mage the “Fencer” job trait!
Devin "Camate" Casadey - Community Team
Before anyone asks about adding en-spell III, perhaps en-spell IIs should be improved. What is the purpose to the tier II en-spells charging up? (Did someone watch too much DBZ before this was implemented?) Why only have it proc on the first hit? There aren't that many Kraken Club RDMs out there to justify punishing dual wielders, double-attack builds, and Joyeuses.
And if there is a merit for improving en-spell potency, every other RDM merit would have to be awful to even consider upgrading it. "No, sorry, I don't have Slow III, Paralyze III, or Dia IV; I maxed out en-spell potency instead." Unless we are going to be able to cap the entire group of merits which would be awesome and would never happen.
Nearly every monster that matters is immune to at least one enfeeble. (And most more than that.) For example, you cannot land Gravity on any NM in Abyssea as far as I can tell, and I cannot think of a single casting NM in Abyssea that can be silenced.
This problem goes all the way back to Sky where no matter how well-geared you were you could not consistently land enfeebles on the Shijin, even with Elemental Seal. (Not sure how thing are now that we are past level 75.) Each one of the Jailers was immune to certain enfeebles, maybe my memory is faulty after all of these years, but I seem to remember a disproportionate number of them being immune to Paralyze II. This has been the main problem with Red Mage since I got to level 75 back before CoP- the job's only real function is Refresh, Haste, and back-up cures in nearly every important fight since our A+ skill spells are a coin flip at best in most of them.
Thanks Camate for relaying the response. Please let the developers know that we appreciate the answers and to please continue providing ongoing feedback for us. The more open means of communication is greatly encouraged.
This is much the answer I expected, and thank you for the reply. It is a deep concern for certain circles within the Red Mage Community that this aspect of the job has been somewhat neglected. We're thankful to hear that the Development Team are keeping an eye out for one of the selling points of the job.
As far as the specific adjustments, I speculate that we're included in the weapon skill adjustments and perhaps we shall be given a boost to our Sword and possibly Dagger Skill Rating as well.
This being said are there any plans in increasing the damage yeild/effect of Death Blossom, or perhaps a higher potency of the effect?
I notice that enhancing effects, such as increased attack, critical hit chance/damage, and other such effects that could increase the performance of the Red Mage has not been disqualified by this statement.We have no plans for this at the moment. When looking at the current system, where enfeebles take place using magic and En-spells increase damage, we’re pretty satisfied with the current separation of the two.
I'm looking forward to the mechanics seen in this. A question in relation: Is it possible for Enspell effects (Particuarly the new type of enspell) To assist in any bearing as to the damage output of Weapon Skills?Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.
With the increase of various different kind of Merits accessible in the merit points system, can we expect that individual job categories will also receive an increase in maximum point allotment, like we have seen with Combat and Magic skills?We would like to look into perhaps having this take place through merit points.
You'll find no quarrel with me here with that one. I'm in complete agreement.Enlight and Endark are special magic spells for paladin and dark knight respectively and we have no plans to add them to red mage at this time.
I'll take this in translation that monsters that are 'highly resistant' to status effects will become more susceptible to them in the future.In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.
In reply, the developers stated that they were planning on creating more Debuffs for Red Mages to utilize. Understanding that the update premise is to create a more unique role for Red Mages during HNM and Battle content, can it be a safe assumption that these new debuffs will be more effective against these particular monsters than our current line of enfeebles are now in terms of resistance?
A common complaint about Red Mages is the taxing load of having to cast spells on each member of the party individually and repeatedly. Are there any plans to help further elevate the taxing experience that single target enhancing magic spells can create, in light of receiving more enhancing magic spells?Since enhancing magic is an area that red mages excel at, we would like to add something. We have been receiving a lot of ideas for enhancing magic and we will be keeping them in mind when exploring this subject.
We look forward to hearing more about what the development team decides. Please keep us informed.We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.
We will be looking into both of these along with the weapon skills revamp.
With this in mind, can we come to expect that the available high-performance melee enhancing equipment available to Red Mage will be increased as more gear becomes available. There has been quite a large amount of improvement for many jobs in this regard, however. Red Mage has been mostly regulated to wearing level 75 gear when it comes to wearing melee gear.We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.
Also, there seems to be a very small amount of equipment that can enhance the damage of our Enspells, can we see the possibility of more gear, or even augmented gear, that would assist in this?
Again, thank you very much for the feedback and your time.
Seriously? That's stupid. Do the SE developers realize that BARD has the fencer trait, with absolutely no need for it? Red Mages need the trait more than they do, even if we only get tier one, and there are already swords and other gear that have better priority for melee over whatever you'll be adding with a fencer effect. Get your heads out of your asses and give us Fencer, damnit.Originally Posted by Camate
It's more convenient for Reds as players to lug around an extra set of gear that give fencer trait rather than coding that in.
Just see it as the overall effort going towards RDM.
I'd be overjoyed if they'd just give me the option of transferring my Red levels to another job.
A good Red is dependent on gear swaps so they probably figured, 'they're used to it, so why not'.
Last edited by idx1; 08-09-2011 at 03:56 PM.
Um that is what you call "LAZY" but right now I dont really care since I solo but swaping gear especially weapons is bs and wipes tp gained but since most parties b & moan about meleeing I guess that makes it a non issue. in any case I"m not filling up my hard earned inventory space with crapload of gear.
Swapping gear isn't really what's BS, it's the fact we need to carry around so damn much individual gear for each cast situation to the point it's ridiculous. It would not be half as bad if much more gear coincided with each other better, like a high 10+ MND/INT/Cure Potency/Enhancing skill piece or a good 5+ M.Acc/Elemental Skill/MAB piece, something that has a good balance and works well with each other, but often times we need to carry an individual set for the 6 types of magic we are casting.
While I question how useful Fencer would actually be (in the world where dual wield stomps single wield), I agree with this sentiment. You're tossing in fixes through gear. Which means they don't shake or otherwise affect class identity and instead lean more toward the territory of "toys".
The way you word this worries me.Originally Posted by Camate
Last edited by Duelle; 08-09-2011 at 04:52 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
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