Quote Originally Posted by Demon6324236 View Post
As it has been said, we have few things unique to RDM, I agree jobs should be able to stand on their own two legs for MP lasting but it is brought up because its one of few things we have others don't.
Which was a flaw in design and caused grief on both ends, the Red Mage for wanting his job to be meaningful and instead being shackled to Refresh-bot, and the other casters who for some reason trhe devs believed should not be self-sufficient with MP. If anything, I wish these "fixes" by making Refresh subbable had been made available sooner to the other mage jobs.
As for now, the only thing that makes our buffs truly greater than that of someone using RDM as a sub is we have Composure.
Which is fine because it supports that theme of melee mage that I keep harping on about. Remember that we're still borrowing things from the other jobs.
And amnesia only comes to mind because its something we have seen in the game for a very long time that has limited us while we have only ever had one way to use it, through a WAR not RDM, and only with an additional effect, which I feel is wrong. If they gave us it I admit it would be nearly impossible to balance especially in abyssea for the fact everything dies so fast the duration would need to be five seconds to make the mob have a chance after it wore off.
You also forget the fact that a good number of mobs, in abyssea and post-abyssea are overly reliant on TP moves. This means Amnesia would NEVER work on them because you're effectively shutting the mob down entirely.

In all honesty, Amnesia should have never been implemented the way it has been. I know the devs were looking for a way to piss off melee, to inconvenience the eventual Dancer job,and to make imps threatening foes, but other things could have been done instead of something that entirely prevents TP moves and Job Abilities.
In either case I do agree a spell weakening TP attacks for the mob would be nice while not stopping them it would give us more breathing room still. My only problem with that is would it effect perhaps TP accuracy as well? Or being able to resist additional effects? Because sometimes the effects of the attack are what kills you more than the damage itself, such as Yama's Judgment from Kalasutrax(Jeuno T6 VWNM) dooming alot of your DDs, or Pinecone Bomb from Modron(Zilart T2 VWNM) sleeping the entire party for the most part.
Could be balanced as a case by case enfeeble, or just put in a blanket rule and have it reduce damage from TP moves, reduce duration of additional effects, and so on so that the spell's purpose is to lower the effectiveness of mob TP moves by a percentage. It'd fall under spells you use to help the group mitigate damage. If you want to tack the enfeebler thing to RDM, that'd be one nice way to help drive that point home.