Just be aware other people are around to do the same courtesy to you, cid. You are just as prone to heated debate an insults as the rest of us.
An what is bad about further developing an otherwise neglected aspect of the job? If anything I hope it is a sign that they won't forget their more casual base when developing the new endgame. Right now, Voidwatch doesn't have a broad appeal, not nearly when compared to how effective Abyssea was. (Though admitted, Abyssea was wide in scope.)Yes let's. On other forums this might be acceptable, but here we know the devs are listening and both camps have good reason to fear the other side getting the dev's ear because then the job will evolve with their input influencing the devs.
Red Mage has always been conceptually a hybrid job with more leanings towards it's magic side. And you're arguing against the further development of it, why? Because you're afraid it will take the job in an undesired direction when the whole of endgame itself is still mostly an unknown? As you've acknowledged, Melee is part of the job that will not go away. The question I pose to you is, why not develop it further and give it a specific role in which it is acceptable by the community?
As you said, the development eyes are here, but more importantly, the eyes of the community at large are directed this way as well. There's an opportunity here to carve a niche for Red Mage's martial side that will stem the arguments once an for all, and help develop a proper course for feedback in development.
The debate shouldn't be 'No don't give RDM any melee updates.' or 'It's a waste of development time.' It should be an argument of the whens and hows. And then progress into developments that feed those whens.
The biggest goal for most melee enthusiasts is that there is an acceptable 'role' for frontline within groups. Not ALL groups, mind you, but a good deal more than what's being seen as acceptable on the forums at least. Gameplay is a different story and people are far more lenient there, in my experience.
This argument would hold weight, ANY weight at all if it didn't come into testing at the exact same time as Spontaneity. If anything what this argues is a lack(or loss) of patience. If there is any doubt that RDM is going to come into its own in terms of being caster, it is more due to the lack of overall faith in Square Enix as a company to fill the bill, and has little to nothing to do with the Melee debate in general.No, but with the limited man-hours of a reduced development staff working on an old game, there is the very real fear of neglect, which is just as crippling.
Tacking it into the debate itself is a straw-man argument. There is nothing preventing the development of both aspects of the job, or even intertwining the two, which would be my preference.
Again, I disagree. If you're separating Potency from Accuracy in your enfeebles, Nuking actually costs you a decent amount in possible gear pieces, especially in accessory slots. Right now RDM has a poor representation of INT base enfeebles to justify the use of an INT based gear set, and only gear it mainly to accompany Nuking as well. However M.Atk serves no other purpose than nuking itself (Except for magic based WSes, which is more an argument for fixing magical WSes to matter more), and maxing out said stat can cost a good amount of gear slots on its own. Granted, not as much as TP and WS set.The problem is that aside from damage, Red Mage doesn't add much by being on the front lines and they can already add that damage in the form of nukes. Additionally to melee competently you have to give up a large chunk of inventory. Nukes provide respectable damage the same as melee, but do not suffer from the opportunity cost since a lot of the gear for nuking also functions for the rest of what Red Mage is already providing, thus offering more flexibility in gearing. The more flexibility you have in your gear, the more you can accomplish while on Red Mage.
But here in lies the difference between nuking and Melee. While it is currently more gear intensive, it is also more sustainable than Nuking everywhere outside Abyssea. Nuking is still a large MP investment, even with Refresh II and 6+ Refresh in idle gear. Nuking is also TIME intensive. Nothing prevents you from interrupting your melee to toss out a sudden cure, refresh a Debuff, or in the super-rare cases you're meleeing /drk or /blm, toss out a much needed stun (suppose you can do that /dnc too with violent flourish.) However, if you're caught casting a nuke when you're in need for this, the best you can do is take a knee and hope you can stand back up enough to cast in time to cure.
In situations in which you can casually contribute damage without substantial risk, Melee typically wins out over nuking. The issue is of course the risk involved, not really the gear involved at this point, though RDM stands to benefit from getting more Hybrid or attack orientated gear, that's for sure.
I'd like to see a more varied endgame, honestly. Something that encourages more hybrid play up until a boss fight. This way RDM can start on in swinging, then swap out gear to the mog sack/satchel real quick to pull out the needed mage gear for bosses, or even separate the two instances but keep them related (currency earned in a fodder run goes to costs of boss pops for a boss run.) That way we're tackeling more in depth problems than simply "Oh hey this monsters waaay too hard for light damage jobs to be swinging at it."
For Example:
I LIKE the New Dynamis stagger system, honestly. Playing RDM/DNC (If I'm not /sch for status removals or /blm for crowd control) is amazing to work on procs. Having more people in the thick of things for JA and WS procs actually helps, and the fact that I'm a lower damage scale actually means that when heavier DD's hold off, I can work the monster up to try to get in the highly desired "!!".
If the future of endgame works more along those lines I'd be more happy in using both aspects of my Job. But I've no illusions about developing our support and enfeeble aspects further for Bosses. I'm fine with that concept. But there's no need to get in a holler about developing the melee side, especially if endgame tends to be more varied, which I sincerely hope it does.


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