If it was a dead concept, so many players wouldn't be so loud about it. It's one of the few things that define this job as it's archetype away from the now many other mage job archetypes available in the game. And while I completely agree that for HNM fights our primary source of contribution should be magical, those improvements should not come at the full neglect of our martial status. As the level cap goes up, there's going to continually be more content Red Mage is going to pull their blades out for, as the wealth of content for this game just gets richer. (Till we hit PS2 limit.)
Cure V, and the concerns about it have been addressed through Scholar update patch notes: They're trying to avoid the same bread and butter cure power and give alternatives. We're probably more likely to see Regen III on our list than Cure V if that is their approach. If the lack of Cure V makes you want to hang up your hat, continue to play WHM.
Red Mage is one of the most popular mains in the game, it's healthy for the community that it shaves off a few people to other jobs they enjoy more.
As far as the Aura type buffs, that's a valid question, IMO, and it wasn't addressed. I'd like to see what their response to that is.
Why should it?The way you word this worries me.
It exactly follows the "Melee Fodder, Magic Bosses" approach that has been the Red Mages staple since people played it. I've said so many times before Dulle, but your approach to the job is too extreme. The job needs to be tweaked, not re-written. More important than the Melee aspect of the job is to improve the use and effectiveness of our buff/debuff game, then our Melee side can either tie into that, or be given a general performance buff to compensate for the separation.
If I'm to gander a speculation as to what was said. Essentially they like the fact that our debuffing concepts and our melee concepts are kept separate roles. Essentially, that when we are put in situations in which our debuffs are not effective because the monster is dieing too fast, that's when we're pulling out our swords. And the situation between when you melee, and when you focus primarily on debuffing, is a gradient as opposed to a checklist. The longer the fight, the less our melee becomes effective and the more effective our debuffs become. (Buffing being universal between these)
I can live with that.
However. That means I want more effectiveness in both melee and debuff aspects for their intended areas. (HNMs need to be more susceptible to debuffs and have a wider array of debuffs to inflict them with, and RDM's melee performance should be more influential on lesser monster. Either by a straight performance boost, or a means of assisting the party's damage better.) So far, SE's shown that that's about what they're doing, but in their usual "This is way too vague for you to start harping on us about the specifics until the patch is out." deal.
I'm interested in seeing where SE goes with this, and am glad that the 'stri' file was actually for Red Mages. Looking forward to seeing the job adjustment details.


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