I don't see why they couldn't tag Brave/Faith to the new 2 hour, rdm could then be there to clean up the mess that will be PD/Embrava nerf
I don't see why they couldn't tag Brave/Faith to the new 2 hour, rdm could then be there to clean up the mess that will be PD/Embrava nerf
Re-read what I said. SCH can do those jobs better than RDM can. My point was, RDM is at the bottom of the list for just about every function it can perform. As for the rest of what you said, yeah, I pretty much agree.
Trust me, I put a lot of time into my RDM and I'm just as frustrated as everyone else that it's nothing but a novelty at this point. I'm just saying don't put a lot of faith into RDM being fixed anytime soon because, well, honestly, I don't think the devs have any idea what to do with it anymore, but there's also the technical limitations, like not being able to add new spells or abilities that don't share a timer with something else, that won't be addressed for a while.
I reject your reality and substitute my own...- Adam Savage
Oh, I have no doubt, but if were only choosing the best for everything why not just have another blm or whm? There are alot of different ways they can address technical issues the problem is there reluctance to keep the game from evolving due to a small player base. That aside.
The point is, we know SCH outclasses rdm in those roles, but it also has unquie spells, traits and abilities that may make it a worthwhile replacement. If it were nothing more then a slightly weaker version that could do both, noone would use it.
RDM requires those type of abilities to be able to establish a role again, due to the changes in the game, its former roles are no longer needed.
Most people in the thread want to solve the issue via new spells but SE has already declined such an offer stating "Limitations" regardless of how true there statements are, we must take them as fact, and while in the past they have stated no trait or ability boosts, that have to realize that other then possibly removing spells from the game to make slots for new spells, they will have to give us some type of trait or ability that will allow us to assume a role, roles, or change play style. As the current one is too dated to mater in End Game content.
My ideas were merely suggestions. The only thing I don't like seeing any of you say is that you don't expect something to happen. At this point with a new expansion coming out that everyone was CERTAIN couldn't happen, I would say anything is possible anymore.
I agree that our main focus has always been enfeebling, and that is where our strength should lie. But at this point, being able to enfeeble an NM is going to make or break the battle. Being able to have a higher tier slow/para/blind/etc. is going to make things too easy, whereas the slot a RDM would take up could be filled with Resolution to further destroy the enemy.
When RDM gets "fixed", I think we will see a huge focus on the melee and enspell side of things. Back in the day they added Composure to address this slightly. Perhaps a new JA that takes the focus off of casting and enhances the swordplay abilities of RDM, while adding penalties to spells.
*Dinah logs in to the official forums. Dinah's faith in hume-anity declines by .9*
i posted what i think on RDM and haste II (i made a reply to thread)
and also i posted 2 new JA ideas that are not at all stupid to consider. and it based on the current enhancing magic skill method that rdm is known for (500 cap) . check it out and reply pls i want input on if this would work (it basically giving the rdm a decent ability to boost the party but not at all as much as COR and BRD do to imcrease partys stats since BRD or COR will still be in party. i know AOE is not a rdm thing as main but SE need consider the FIX to rdm may require this aoe JA for attack up based on enhancing gear equiped. the 2 new JA i posted on RDM new ideas and the reply to RDM and HASTE II. also some little thought into a few spells needed beside haste II (dispelga perhaps 2 buff removed minimum 1 cast and se seems to think dia III is pretty good but DIA IV may be needed to revive RDM. let me know i have been RDM from day 1 and decaying daily. SE please help us out
Last edited by shantaru; 02-26-2014 at 10:10 AM.
yes RDM/NIN is still broke but MAXed out i show laksmi server that i can still DD and ALOT MORE with cap fascast shadow -10% neck on all they could say was OK... im tossing hate on the rdm HAHA. fix rdm main SE and it on like a BIG DONG! you know? my WS acc is 920+ with soul +1. where close SE but read my posts where still seen as week and not WANTED... all want to battle through it so help RDM enter the ARENA again and IT BE THE MOST FUN ONCE DEVELOPED ALMOST ever! RDM/nin with cap Fascast and -10% neck on. try it out im running shadows all say long no cast lock. all we need know it faster sword JOB specific weapons need added to game anyway at 119. NIN katana so fast. give rdm a faster weapon to rock n roll finally. 1 faster JSPEC weapon with ecaliber or almace whatever be on like a big dong! i cant wait to see rdm fixed and from my post and what is needed to even compete with cor or brd with only 1 in the party and a RDM going melee and heal/enfeeble if needed it will take something simular to the JA ideas i posted and haste II single targeted still. aoe the gain spells not stacking with like boost from whm be fine and dandy!! JA DUELaga aoe attack to party memebers in effect even 10% be something with gains/or TEMPER chance rate on Double attack aoe'd be much desired even based on ehancing magic equiped to be poper RDM form and under composure last 2.5 min max on a 5 min timer. IT BE PROPER and server would accept usi f haste II from RDM on melees and on RDM/nin could then PARSE damage properly. im close but some jobs but still it not proper DAMage as it should be to fill a spot in a DAMAGE THROUGH IT SETUP as all new contetnt 6mans seem to be. tweek RDM!!!! SE read my posts
Last edited by shantaru; 03-01-2014 at 04:00 PM.
Admittedly as it has been pointed out to me before, its unlikely we will be getting any JAs or Traits that effect our melee, we seem to get spells that do that, and well. I mean for instance we didn't get Double Attack as a trait, we got Temper which is far better, originally its only 5%, an average RDM might have it at around 10%, however if you have a really good Enhancing Magic build, it can hit 20%. If we had something very similar, or even the same, for Attack/Accuracy, you could see RDMs on the front lines today. The main thing past that which holds RDM back would be gear, I constantly point out how RDM gets the mage side of gear, and is left out of the melee sets like Thaumas & Athos, which would really flush out our melee alot more thanks to the increased options & stats we would have.
In my opinion these are the 3 things RDM needs to fix the job.
A) Add Brave & Faith.
Brave & Faith should scale with Enhancing Magic, however they should not stack & should have a fairly long cast time, such as a cast time of 15 or so seconds(11ish seconds after lv99 Fast Cast trait). They should scale as Temper does, starting at 5% with low skill, and reaching 20% at 500 skill. Brave should increase Attack/Accuracy, where as Faith should increase Magic Attack/Magic Accuracy. Doing this allows RDM to be fairly potent in both forms of combat, however not at the same time. Neither spell should have negative effects, and neither spell should be able to be cast on others. The only real problem with this I see is that the Magic Attack Bonus from Faith, may cause worry in SCH & BLM. However RDM is limited to T4 spells, and I doubt BLM's better Magic Attack with T5 Nukes, or SCH's weather bonus with T5 Nukes, would be threated by RDM, even with the maximum effect.
B) Add more gear options.
RDM currently is restricted to mainly mage gear, however we do occasionally get melee gear as well. The magic gear for RDM is great, and grows alot, however when you take a look at other jobs, RDM can feel as though its physical power is forgotten. Emp gear gave many jobs massive boosts to many stats, including but not limited to, Haste, Attack, Accuracy, and skill of their main, or secondary weapons. RDM did not get this, RDM had the same treatment as WHM, BLM, and SCH, a set of JSE gear that focused completely on nothing but magic. The Estoqueur gear is by no means bad, but it is only for magic, being stacked with MND, INT, Magic Accuracy, and Magic Attack, along with magic skills. When looking at what other jobs got, this leaves me feeling as though our melee was forgotten, and even with more recent gear giving RDM some melee options, there are still massive shortages in gear we do need, such as WS gear like Athos, or TP gear, like Thaumas. Events which are actually great for gear on RDM, often are not for other jobs, such as Arch-Limbus, and Meeble Burrows, which offer some good gear for RDM's melee side, but little for other jobs, making it hard to get help with these things, especially as a job that is often left out of events, and has to solo things itself.
C) Increase Skill levels, and make current skill levels more meaningful.
We all know RDM has the highest rating in Enfeebling Magic, the highest skill in Enhancing Magic(excluding SCH during Light Arts), and decent skills in dagger & sword. However the use of Enfeebling has died out, there has been little reason to enfeeble anything in sometime, making this feature of RDM, nearly worthless. Enhancing Magic is ok, however its very limited to RDM, SCH has much better buffs for their party members, WHM has AoE spells, and much more powerful Barspells, Protectra/Shellra V, and Boost Spells that effect the party, rather than RDM's self only Gain Spells. All of this leaves RDM's enhancing far behind, and the only unique Enhancement RDM finds itself with that it can cast on others, is Phalanx, which loses its use on higher leveled, harder hitting content due to how it works. Sword & Dagger skill levels are good, however this plays into RDM's problem as well a bit, as its melee loses some accuracy & attack, which is much harder to make up for with gear than it is for many other jobs. In the end, our skills are nice, but without much to use them on, making them fairly meaningless. Bumping up Sword & Dagger to a B+, or A-, while adding new potent, and exclusive Enfeebling Magic & Enhancing Magic, should help RDM become useful again both as a melee, and a mage.
These are the 3 things I think RDM needs to be fixed. With these, we would get new spells, to make our Enhancing & Enfeebling more important, we would get new gear access, so that not only would we be potent mages, but potent fighters as well, and we would have the ability to fill a role better by using a buff to improve our position, while not overrunning jobs that currently hold those very same positions. I think this, would help make RDM the versatile hybrid job it was meant to be, and has fallen away from in recent times.
Nicely worded Demon.
I like the ideas behind Brave and Faith, and allowing them to be RDM exclusive keeps it from getting out of hand. Gear is also a very valid point. Hell...BLU has access to several of the good job traits through just merely setting spells...RDM should have a self-enhancing only spell for traits too. The trait Fencer in a spell makes sense. Why not spells for Tactical Parry, Critical Hit Bonus, etc.? While we're at it...how about a Dual Wield spell, and Gilfinder, and Treasure Hunter, and Kick Attacks, and....okay I'm kidding about these. But I think my point is made.
As for the gear... The way gear is divided between Heavy Armor - Light Armor - Mage Armor is kind of silly anymore. It's like it's a template they follow with gear. For example: BST can use both Toci's and Mekira, PUP can use both Toci's and Heka's, but that seems to be it as far as options go. It's like they've been following the reward scheme from the 3 mini-add ons since they came out. I thought it was cool when you see a piece of armor that STRANGELY has a job you wouldn't think would be able to use it.
It seems like any armor RDM hopes to get that is a big deal in the future is going to be mage aligned. This argument can go along with some of the melee jobs that are on the Mekira piece too, as they don't necessarily capitalize on the defensive nature of Mekira all the time. But they have a lot better options at their disposal.
I don't think they neglect RDM as much as we think. They've made such other drastic changes to the other jobs that needed new stuff that RDM falling behind was kind of a side-effect. RDM was perfect back at the 75 cap. Now they just need to find that new niche that it falls in to...which I hope will be a melee based caster like a DRK, but with more emphasis on self-enhancement than attack.
Last edited by Emitremmus; 10-12-2012 at 03:57 AM.
*Dinah logs in to the official forums. Dinah's faith in hume-anity declines by .9*
If Brave or Faith were castable on others they could never have a 20% max bonus, or have no penalties. Think of how much Attack/Acc you would have on DRK, WAR, SAM, DRG, and other jobs, it would just become unbalanced, same as Faith would be with BLM & SCH, 20% Magic Attack Bonus would throw their nuke damage through the roof, especially since with all of the Magic Acc you could easily brush off resists. The main reason for Brave would be so RDM could have a good amount of Attack/Acc on things endgame, making it melee worthy, and with Faith, it would give RDM a massive lead in Magic Acc to land debuffs, while also making Nukes more worth while.
I think the only way we can have buffs that truly benefit RDM, is for it to be self-target only, otherwise it becomes overpowered, and has to be weakened, I believe this is the reason for Temper being self targeted, I admit, WAR having 32% Double Attack before gear, and actually 37 if you count merits, is overpowered easily, meaning Temper would have been weakened fast.
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