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  1. #1
    Player Duelle's Avatar
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    Mar 2011
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    Quote Originally Posted by Supersun View Post
    Doesn't it make sense that we rally for some form of a melee buff to enhance our weakness to amplify our greatest strength of being a generalist?
    Except we go back to the point where generalist design doesn't work in MMORPGs. Multi-classing (AKA the subjob system) and gear were supposed to help alleviate that, but it's not been enough due to many reasons already covered.
    Quote Originally Posted by Ketaru View Post
    It looks like some of them are still perfectly happy with being the job that mindlessly throws NPCs at mobs, even as the rest of the playerbase can see the gaping holes and shortcomings of it. It got a pretty big boost with the introduction of Abyssea, but in the end, the boost only makes it so even the most undergeared player can do modest damage.

    Our pets don't receive buffs from other players aside from COR (which has all kinds of limitations on its own that spellcasters don't have). And we have a lot of potential flexibility that goes wasted by an ability system that takes all the worst points of PUP and SMN with none of the advantages. It has no interactivity with other jobs aside from being a low maintenance damage dealer. But at least we can solo Cerberus in exchange for a Fort Knox worth of fodder and food. And that's all that matters, right?!
    So I guess complacency and fear of change is not unique to the RDM forums. Color me surprised. Not kidding, either.
    (0)
    * 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.

  2. #2
    Player Supersun's Avatar
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    Quote Originally Posted by Duelle View Post
    Except we go back to the point where generalist design doesn't work in MMORPGs.
    Generalists work when in numbers they put the specialist to shame, but actually striking a balance between a generalist and a specialist is a near impossible task that realistically has to rely more on how content is developed then how the jobs are balanced themselves.
    (1)

  3. #3
    Player Duelle's Avatar
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    Quote Originally Posted by Supersun View Post
    Generalists work when in numbers they put the specialist to shame, but actually striking a balance between a generalist and a specialist is a near impossible task that realistically has to rely more on how content is developed then how the jobs are balanced themselves.
    There's a reason I mentioned multi-classing and gear. The generalist is very dependent on mechanics within and outside the class to work properly (if it is possible at all). Yes, this includes the TP system, how job abilities are assign/designed, how multi-hitters affect that part of the game, relative strength of mobs, general expected tactics, and encounter mechanics and so on.
    (0)
    * 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.

  4. #4
    Player Ketaru's Avatar
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    Mar 2011
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    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    And buffing BST pets ... wtfo. That's for the BST discussion not the RDM one, take it over there.
    If the people in charge want to think the job will become overpowered if they give it a lot of buffs that makes them even more independent than they are now, fine, I'll let them think that.

    That's why I suggested, in the interest of job balance, that maybe some enhancements can come in the form of enhancements provided by other jobs, to encourage cooperation between players. RDM seems like as good a choice as any for this.

    But I suppose that is to be expected from you, since all you think Enhancing magic ought to be good for is melee.
    (0)
    "NeED★RdM? PLeaSe sENd★teLL!"

  5. #5
    Player Supersun's Avatar
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    Quote Originally Posted by Ketaru View Post
    If the people in charge want to think the job will become overpowered if they give it a lot of buffs that makes them even more independent than they are now, fine, I'll let them think that.

    That's why I suggested, in the interest of job balance, that maybe some enhancements can come in the form of enhancements provided by other jobs, to encourage cooperation between players. RDM seems like as good a choice as any for this.

    But I suppose that is to be expected from you, since all you think Enhancing magic ought to be good for is melee.
    To be fair he does have a point. You aren't as much asking for Red Mage to get pet buffs as you are for Pet jobs to get more pet buffs in general. There's nothing about Rdm in particular that screams that we should get new pet buffs exclusively (and if anything I'd think Bards would be the best candidate for them).

    Asking for more pet specific buffs is better suited for a pet job forum and would probably reach SE's ears a lot easier then posting your ideas here.

    Not that I think adding more pet exclusive buffs is that great of an idea anyway. I mean do we really need any more of them when the current existing ones aren't even used?

    What really needs to be looked at is how when buffs start entering the picture that only half of a pet jobs damage is increased while every other job skyrockets ahead.

    I can understand SE's concerns with buffing pet jobs. I mean pet jobs would clobber dedicated DDs if both the master and the pet received the full power of every buff the master received in high buff situations.

    I think the real issue lies in the attack speed of pets compared to fully buffed players. It's not as much all buffs as it is Haste. Players suddenly gain a +500% damage increase with 80% haste while pets still stay the same.

    One solution might be to add a job trait that transfers a portion of the masters delay reduction to the pet as well. Not the full amount necessarily since a 80% hasted sheep would pretty much murder everything that lives and breaths while being disposable.

    Either way what pet jobs really are asking for is for their pets to scale in power along with players so that Bsts have more of a place in high buff scenarios. I don't think pet exclusive buffs are the best way to accomplish this though and other alternatives should be considerded.

    -----

    Quote Originally Posted by Rayik View Post
    it' be nice if maybe we could get something "official" stated regarding the future of RDM other than our lolEnhancing?
    Doesn't really matter to me since I'll take what they say with a gain of salt until I actually see them follow through myself.

    -----

    Edit: Can we stop treating that triangle at the bottom of everyone's post like a ratedown button. We do NOT need to start a post banning gang war between the pro and anti melee crowd as all it's going to accomplish is essentially erasing this thread.
    (2)
    Last edited by Supersun; 08-17-2011 at 08:54 PM.

  6. #6
    Player saevel's Avatar
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    Quote Originally Posted by Ketaru View Post
    If the people in charge want to think the job will become overpowered if they give it a lot of buffs that makes them even more independent than they are now, fine, I'll let them think that.

    That's why I suggested, in the interest of job balance, that maybe some enhancements can come in the form of enhancements provided by other jobs, to encourage cooperation between players. RDM seems like as good a choice as any for this.

    But I suppose that is to be expected from you, since all you think Enhancing magic ought to be good for is melee.
    Your advocating a buff to pet jobs on a RDM update thread. While the idea isn't a bad one, and I do agree pet jobs need fixed, this is not the place to do so. And kindly GTFO with the strawman arguments. At no point in time did I EVER say enhancing was for melee only, I said it was critical for a melee build and that SE should pursue that route for potential melee buffs. Our enhancing spells are as follows,

    Enspells -> Melee orientated
    Phalanx -> Melee orientated, although can apply to any situation where your getting beat on
    Aquaveil -> same as Phalanx
    Spikes -> Melee orientated similar to Phalanx
    Barspells -> generic resistance, WHM's overshadows us so much it's not funny
    Gain Spells -> generic stat up, once Gain-STR / DEX are out then it effects both sides equally
    Stoneskin -> easy to cap with half enhancing magic

    Then
    Haste / Refresh / Regen / Blink -> just as effective at 0 enhancing as at 426 enhancing.

    I'm fairly sure everyone can see where this is going. Outside Gain-INT / Gain-MND SE simply hasn't given us any magic enhancing spells that actually use enhancing magic. This goes back to the "mage only" RDM's who leveled it for merits and gear. They have absolute sh!t enhancing magic and won't macro swap to case whatever little spells they do cast. As enhancing is notoriously annoying to cap, these people have ~zero~ interest in any adjustment that would force them to go out and cap enhancing magic.

    Now please continue the trolling.
    (3)

  7. #7
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    Quote Originally Posted by saevel View Post
    Our enhancing spells are as follows,

    Enspells -> Melee orientated
    Phalanx -> General purpose
    Aquaveil -> General purpose
    Spikes -> General purpose
    Barspells -> General purpose
    Gain Spells -> General purpose
    Stoneskin -> General purpose
    You can make the case for enhancing magic being more important for melee, but please don't pretend that anything in that list other than enspells is melee oriented.

    Quote Originally Posted by saevel View Post
    This goes back to the "mage only" RDM's who leveled it for merits and gear. They have absolute sh!t enhancing magic and won't macro swap to case whatever little spells they do cast. As enhancing is notoriously annoying to cap, these people have ~zero~ interest in any adjustment that would force them to go out and cap enhancing magic.

    Now please continue the trolling.
    What do full AF idiot RDMs have to do with anything?
    (1)

  8. #8
    Player Rayik's Avatar
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    Apr 2011
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    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Quote Originally Posted by cidbahamut View Post
    You can make the case for enhancing magic being more important for melee, but please don't pretend that anything in that list other than enspells is melee oriented.

    Ok, I gotta ask. How on earth are self-only spells like Phalanx, Spikes, and SS "general purpose" when they directly deal with something being in melee range and pummeling you? Bar spells I can sort of see being useful at all times, but those other ones literally have no effect unless you are in melee-range with a mob. Maybe Phalanx and SS against some AoE attacks, but Spikes?

    Quote Originally Posted by cidbahamut View Post
    What do full AF idiot RDMs have to do with anything?
    This goes for both sides of the argument. Idiot players are not job-specific in this game. I've seen some RDM's melee'ing in full AF1, single-wielding, and it makes me want to pull my hair out. I know, I know, it's their money and they can play how they want, but they're doing more to hurt our melee cause than help it.
    (2)