The only downside with the job changes is that it makes me want to play less now that I know the game will be so much more fun in a month! I was really meh about Stormblood before now but now I'm actually looking forward to it.
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The only downside with the job changes is that it makes me want to play less now that I know the game will be so much more fun in a month! I was really meh about Stormblood before now but now I'm actually looking forward to it.
No disrespect meant, but you wanted to spam spells from range and sometimes swing a sword? You could remove the sword and replace it with a bigger nuke that consumes Black/White mana and you'd have a job that has a cohesive concept and a solid spot on the battlefield. Bonus being that at least then they'd have to call that job something else.
Someone on reddit compared it to one of the renditions of WoW's balance druid, and I am inclined to agree. And that's not really a good thing; not when we're talking about the original melee mage of the Final Fantasy series.
SMN being "SMN". Pff. Upstart warlocks...
There's no actual mana consumption mentioned in its tooltip, only that it gives a massive DPS (and healing) buff about on par with Fight or Flight ONLY if you had over 80% MP when you used it. Maybe it's their way of making Clemency less attractive despite the mana cost decrease (when this skill, Requiescat, is coming off CD)?
THANK YOU THANK YOU FOR THOSE CHANGES SE, specially the BRD and MCH ones =)
I have to agree here. The animations and the overall style are looking good, and it seems to warrant at least a pretty interesting faction in XIV's own lore, but it doesn't appear to be a melee, front-line, or otherwise especially versatile mage, nor even all that duality-concerned. Enspell and other weapon-oriented skills also seem to have taken a back seat, if at all available. That's not to say I'd have been okay with simply applying a self-buff and then AAing the day away—far from it, but I would have hoped that there'd be more reason to swap in and out of melee range, and for the blade to play a larger part in determining cast rotation, rather than just being, essentially, an alternate appearance for spenders that, as a side-effect, trades range for mobility.
The skill will likely see use in one encounter somewhere where a boss does a room wide 100% of your health attack against everyone - and this skill will instead leave all those behind it with 15% health left.
Otherwise... it will be 'say hello to the cleave damage everybody' as Paladins use the skill at particularly bad moments.
This... I ... I just...
*incoherent sobbing*
I'm just soooo happy TT^TT
This could really breath some much needed life into the combat and jobs of this game. Seriously I LOVE the new job gauges and what they represent for the future.
MTing Paladins will probably stay in position and use it as a defensive cooldown. OTing Paladins are likely going to use it to protect everyone when the boss turns around to use an AoE.
If we need TP, I suspect we will just start casting Holy Spirit and Clemency.Quote:
Wonder if Paladin didn't get a self sustain for their TP, and if that's because all melee DD have Goad now.
No one actually needs to be standing behind you to get 100% block effect and it even then it give the Paladin more OT utility.
RDM and SAM were meant to be the highlights of the LL but instead SMN and PLD stole the show lol
Well I'll give credit where credit is due. Summon Bahamut make up for that trouble "Bahamut Bust" from 3.0. Having said that....Garuda or more specifically Contagion is still broken, pets still need some rounding out to make each one useful, and the community is still waiting on Shiva, Leviathan, and Ramuh Egi's.
As a smn honestly it's just another Deathflare, that's all he does, sure it looks cool but the shine will wear off rather quickly.
Instead of 1 deathflare you get 2, that's all I seen from the video. still not enough to main it.
It was the only mage that could equip fighter gear up to a point, the only mage that could use swords, and the sword swings were not negligible (though due to a lack of hybrid mechanics in the console FFs, you didn't see things like Enspells and such). It was very much a melee mage. It had no fancy mechanics, but that's because turn-based combat and hybrids do not play well together. That the job could use staves doesn't detract from the fact that it's a melee mage.
If the idea was to make it a pure caster, it should have never been able to use swords and medium armor in the first place.
Read my sig. The FFXI RDM is the last thing I want.
What I wanted was a melee mage. I've even pointed to the two most successful sword & spell hybrids in recent time (WoW's enhance shaman and retribution paladin) since the beta for ARR in hopes that SE would look and learn from them, instead of giving us what is essentially a BLM with a sword and a poor excuse thrown in to use it.
The skill spread tells me that they thought up of the spell system first, and then remembered that the job also uses a sword and pulled something out of their asses to give us that. And if pinning a pimp hat on the love child of a Time Mage and Oracle (AKA FFXI's RDM) didn't get a pass from me, pinning one on a BLM with a sword (FFXIV's RDM) won't either.
Don't see why you're so against rdm Duelle, have you played it? Saying that, I have just as much blind faith that Storm is going to be fantastic.
Anyway, thanks for all the hard work square team! New live letter has me fully hyped and I'm sure it's all going to be as fun as it's ever been : D
Definitely great points to use it! I suppose I was being a bit selfish and trying to imagine using it at every possible point ever at maximum effectiveness lol. The 100% block rate will be nice even out of protecting your fam as you guys said. And obviously the moments where the boss does his big aoe untargetable moments are good points for even the MT.. Just my greed lead to the comment :P.
Interesting too because Warrior has the 100% Parry (20seconds) but Paladin now has 100% block (18seconds).. wonder if we're going to see shield options again (like tower shields) or if they're just done with that sort of thing.
Clemency casting times.. yum... :P. Holy Spirit and other oath consumers could be the help though yeah, like Dark Knight lasts longer due to their spells.
Depending on what the bar did to the build of Dark Knight, and I already had some interest in Warrior.. so now I'm stuck in a first world pickle. Not enough game time, want to do all things. xD. I was quite pleased with the job video, really want to see more! Eee, lol, this is the last live letter before release isn't it? Have to wait till early access >.<
I would love to see shield options again. But it would depend on how they did it. To be frank, I'd hope that they would use the opportunity to vary the protection offered with the size of the shield, so a Tower offers the best and Buckler the worst, but at the same time the size and 'weight' of the shield would also impact on damage dealt, or perhaps skill speed. So that a lighter shield allows you to move faster and do more damage, while the heavier shield reduces that but increased damage mitigation vs a smaller shield. That said, I am probably in a minority with that, but I like the idea of having that choice.
LOL! Well, Kos will happily stick with Paladin. I liked the way our skills developed in HW, and it seems I will like it even more with Storm Blood. Adding a layer of complexity to the shields as you and I appear to wish for would make things even better for me.
Um...what of the often repeated claim by Summoners rejecting requests for Scholar Faerie glamours that the Egi glamour was compensation for the absence of Shiva, Leviathan and Ramuh summons?
Let's not lose sight of the fact that this is in effect the first draft of RDM *and* SAM in FFXIV, there will be balancing and perhaps some changes to come as there has been with others. I worry sometimes that many players dispassionately analyze the theorycraft underlying jobs/classes/roles, and ignore the passion of the player who wants to be a Red Mage, Samurai, Paladin, White Mage, Black Mage, Warrior, etc...
I understand that for min max raiders who are striving for world firsts, performance is the only thing that matters. But, for the general population, that's not really the case, aesthetics matter to a lot of people.
I think you missed my point. The Egi glamour was specifically added to compensate Summoners for the lack of additional Egi. I don't think you'll be seeing Shiva, Leviathan or Ramuh, though I think Shiva would be universally approved, so long as she actually resembles Shiva - more or less... ;)
Changing RDM into something different from what has been shown would require a revamp that's even bigger than the WAR revamp from ARR, requiring a lot of damage reshuffling and mechanic changes (right down to the core White and Black mana systems). And I personally do not believe the devs would do something like that again.Quote:
Originally Posted by Kosmos992k
This is terribly misguided, since by your logic I can design a class that throws concentrated poo at enemies from range, but as long as I give it a red hat with a plume and a popping-collar-like-a-douchebag emote, it should happily be accepted as a Red Mage.Quote:
I worry sometimes that many players dispassionately analyze the theorycraft underlying jobs/classes/roles, and ignore the passion of the player who wants to be a Red Mage, Samurai, Paladin, White Mage, Black Mage, Warrior, etc...
Big THANK YOU from my corner!
Sweet Shiva, I was already pretty hyped for Stormblood in terms of what I knew I could count on to be good based on past experience - amazing music, a good storyline, and gorgeous new locales to experience. But I was a little cautious about class and battle system changes, until I saw this unprecedented gigantic Live Letter presentation. Now I'm going to have even more trouble deciding which class(es) to main, since so many of them look amazing! And I'm really impressed with things like adding an actual Summon to SMN, abolishing BowMage, etc.
No you couldn't. That's a ridiculous misreading of what Kosmos was saying. I don't know if you're doing that intentionally or not but that's silly. "Flinging poo" would be so far removed from what would make any kind of sense for ANY class to be doing that it's obviously nonsense. The point she is making isn't "you can just throw ANY old idea at the wall for how a class plays, slap the right look on it, and give it the right name, and boom, you're done!"
The point she IS making is that it's sometimes a bit much how people get caught up in specific details. "Red Mage must do specifically X/Y/Z or it's not a TRUE Red Mage" - this mindset precludes the devs from putting their own spin on a classic class. I mean, they're not making a new game and designing it around RDM, they have to fit the class into the existing FFXIV framework. This is its own game. It has a set of rules that all classes must abide by. Expecting Red Mage or any class to play a specific way based on previous games in the series is just setting yourself up for disappointment, and as I said, it disallows the devs from taking the IDEA of an old class, putting it in the game, and putting a new spin on it.
"Red Mage" is a class that uses both magic and melee attacks (check), mixes multiple types of magic in some way (check), and has an incredibly sharp sense of style (check). That's what it is to me. As such, I'm stoked to try it out, and so are a lot of other people. The particulars of HOW it accomplishes all of that don't matter, as long as they are fun to play.
Now, I'm not saying you HAVE to like it. You're free to not agree, you can dislike the look of RDM, but your posts have an air of condescension suggesting that SE somehow got Red Mage "wrong" and that people shouldn't enjoy it, or that they should see exactly what you see in the class from its section of the Job Actions video.
You brought up something that has nothing to do with the discussion (theorycrafting had nothing to do with what I was talking about). Or if your comment was not made at me, separating that into a new paragraph would have been more than enough. Wording it differently would have helped, because I read that as "it doesn't matter how it plays because it's called <inset class name> and that's good enough for me".
This isn't so much about specific things (skills, spell lists, mechanics), and more the fact that the job has been turned into a back row caster with token use of a sword.
I'm not contesting that, as the devs can do whatever they want. By the same token, I reserve the right to criticize them when they do things I don't agree with (even if avenues for feedback are limited).Quote:
I mean, they're not making a new game and designing it around RDM, they have to fit the class into the existing FFXIV framework. This is its own game. It has a set of rules that all classes must abide by.
Who's saying anything about other games in the FF series? Nearly every other representation of the job has been purposely designed to be mediocre, and that's something I know would not fly at all in an MMO setting. As such, I would never even dream of pointing to any of the console FFs as anything more than a minor point of reference. XI's was a disservice to anyone that liked the job (again, love child of a Time Mage and Oracle), so we can't look there either.Quote:
Expecting Red Mage or any class to play a specific way based on previous games in the series is just setting yourself up for disappointment, and as I said, it disallows the devs from taking the IDEA of an old class, putting it in the game, and putting a new spin on it.
That's where we differ. Gameplay and the mechanics of the job outweigh pretty much everything else to me. How they interact with the concept also matters a lot to me. The console FFs had the excuse of turn-based combat not working with hybrids without forcing the player the waste turns combined with a lack of procs and other mechanics to support hybrids. FFXI had the excuse of "well, someone has to be the refresh bot, and we gave the good mechanics to BLU and SCH".Quote:
The particulars of HOW it accomplishes all of that don't matter, as long as they are fun to play.
Considering that FFXIV looked at modern MMOs for inspiration (which have developed ways to make hybrids work without needing to bait and switch the player), there's almost no excuse for the direction the job was taken. Even the white/black mana systems reek of being designed for a class that is a caster. Hence why I said that you could remove the token sword use, replace it with a big nuke (Ultima, perhaps?), and you'd see little to no difference in the gameplay. Instead of using your sword to dump white/black mana, you'd use it to make the mob go kaboom.
People are free to play what they want, and I'm not here to order others to like or dislike what we've been shown. That being said, I am free to voice my displeasure over what the devs do. And after the numerous discussions and suggestion threads (the 1.0 "Red Mage: I'm not a back row class" thread and several more during ARR's beta) on this, it's reasonable for me to be annoyed at how this has turned out.Quote:
Now, I'm not saying you HAVE to like it. You're free to not agree, you can dislike the look of RDM, but your posts have an air of condescension suggesting that SE somehow got Red Mage "wrong" and that people shouldn't enjoy it, or that they should see exactly what you see in the class from its section of the Job Actions video.
i knew RDM was going to be like that when it was a DPS using INT and not a tank.
RDM is getting the same thing SMN and BRD got, you just expect too much.
maybe they finally got around to fixing BRD this time, SMN looks like it's improved a little bit too but definitely won't be enough to satisfy anyone.
Its likely for RDM they focused more on the magic side simply because it was likely to be more visually readable and entertaining. As a melee weapon Rapiers arent exactly the most versatile in use, and much of what their good for dislike heavy handed movements. So id like to think its quite possible their melee is more robust than we initially thought, its just... Would it really look as awesome as spam casting spells on a somewhat low rez video?
Hell all of the jobs seemed to focus pretty heavily on visually impressive spells rather than whats generally a good chunk of your kit thats actually quite dull or simple. I mean comon that PLD Group Block skill looks (visually) awesome, while they may have gotten a aoe sword swipe or a shield stab... Would really go "ooh aah" over the latter two before being able to read the details about em? Many skills and spells are more impressive on the tooltip than in a flavor video, so we still have a lot to look forward to in that regard.
Which would leave the question of mechanics. The skill spread treats melee abilities as a mana dump. On top of that, using melee skills while Chainspell is up consumes the buff, so you can't even weave melee skills with spells the way an actual sword & spell hybrid would.
Combine this with the fact that you're using spells to build up black/white mana and the overt emphasis on casting from range. This means you're spending the bulk of your time spamming spells from range to build mana, then dash in for a little bit to dump it using sword skills, then jumping back out. That's assuming not-Flare and and its white mana equivalent don't deal more damage.
This depends on the school of fencing. While some focus entirely on thrusts, others utilize cuts. Even acknowledging that cuts aren't as effective on their own, there's nothing stopping a RDM from quickly covering their blade in flame or lightning before delivering a cut and either comboing that into a thrust attack or casting a quick offensive spell as a follow up. If we want to get really fancy and unrealistic, acrobatics can also be thrown in (see: the Maria boss fight from Nioh's DLC).Quote:
As a melee weapon Rapiers arent exactly the most versatile in use, and much of what their good for dislike heavy handed movements.
I'll grant you that we don't have the full list of 28 skills plus the lv61-70 skills. I will, however, say that SE has had plenty of opportunity to prove me wrong, and so far, they haven't.
I mostly play PLD, SMN & NIN. Not sure on the NIN changes but PLD and SMN look amazing now, RDM looks great too. MCH rework looked very interesting as well.
Job changes have really built some hype for me where virtually non existed before.
Its mostly a matter if all the sword skills are under the Black/White mana costs, or are their some that are simply TP cost. So much of your concern about that is up in the air still, more of wait for more info issue.
While yes the variety of moves that can be done with a rapier are plentiful, the amount of the rapier that can be practically used against any other weapon is quite limited. Most attacks will be concentrated on the last 2-4 inches of the blade, as any further in with a non piercing move would increase the risk of the blade snapping, thus creating a sort of death by paper cuts feeling to its slashing maneuvers. Its defense generall consistes of shallow angle skillful parries, and most sword based defense would be focused on the 2-4 inches closes to the crossguard. Assuming a blade of 15-26" the middle 7-18 inches is pretty much a weakspot that was accepted so they blade could be given speed and precision abilities.
Now between the recent video and older descriptive info I get the impression your gunna be spending a fairly equal amount of time up close and far away. I suspect they may have a few instant casts spells for use to be weaved with your sword along the lines of scathe/ruin 2 or else the note about chainspell only affecting spells with a cast time would be redundant. Also it is possible some of their sword skills have cast times thus why chainspell can be consumed with them. Since it seems cast times on melee will also be a thing with SAM. But I will be keeping watch on this matter as well.
It's as clear as day that you have to be above certain mana levels to "enhance" sword skills. The three that were shown consumed 30, 25 and 25 of each mana type. You're likely able to use them on their own, but they won't be enhanced. And I can bet dollars to donuts the enhancement has to do with either MP recovery or causing the sword skills to deal their intended damage (meaning you won't be encouraged to use them on their own).
That being said, if we wanted to make things a little more even, mana generation would have to be considerably higher per spell. Without using the cooldown to double current mana accumulated, you're still sitting in the back line spamming spells to generate mana that is consumed in 3 GCDs. As I said earlier, you're spending a lot of time away from the mob and a short time in actual melee range.
This would have a leg to stand on if Chainspell was a secondary or minor system to RDM, because you could then work around it. Sword skills proccing Chainspell would also work, which is not the case and the devs have made no effort to indicate that.Quote:
Now between the recent video and older descriptive info I get the impression your gunna be spending a fairly equal amount of time up close and far away. I suspect they may have a few instant casts spells for use to be weaved with your sword along the lines of scathe/ruin 2 or else the note about chainspell only affecting spells with a cast time would be redundant.
As a DPS, your job is to do as much damage as possible, and as currently presented the way to do so as RDM is to cast from range and dump mana on sword skills for the suspected proc to cast a white or black-flavored nuke. Which takes us back to my initial issue with what has been done: instead of a sword & spell hybrid, we got a black mage with a sword.
Actually, the reason the effect is lost is because the game treats it like combo breaking. Or using an instant spell when Swiftcast is up. If Chainspell is up, you have to cast a spell, and performing any other offensive action cancels the effect.Quote:
Also it is possible some of their sword skills have cast times thus why chainspell can be consumed with them. Since it seems cast times on melee will also be a thing with SAM. But I will be keeping watch on this matter as well.
For starters can you link to the video/screenshots your basing your OGCD/Short Term Buffs/Procs functionality on? I'm sourcing mostly on the live letter 35/36 content reveals where the actual skill bars werent shown in use for most of the jobs. Just the job gauges, which as far as I can understand only show secondary resources.
**Edited to be up here for clarity**
Also since it seems to be something that is unclear on the forums, Primary Resource = MP and TP thats it, anything related to a buff or job unique build-up/drain can (and I'm doing this) be called a secondary resource, which from current knowledge easy visual display of SECONDARY resources is the primary purpose of the new job gauges. Thus Black Mana, White Mana, and Chain Spell procs are being referred to as a secondary resources, even tho yes, they are core to how the job plays. Since most seem to understand WOW in general on a Rogue Energy is a Primary Resource, Combo Points is a Secondary Resource. In this game primary resources are the shared MP/TP there its Mana, Focus, Rage, Energy, and Runic Power I think thats all of them unless Monk has another aside from Chi stacks, its a bit trickier than FFXIV since theres little continuity between non caster type classes/roles.
While what your saying so far compared to what weve seen is entirely possible, I cannot deny that in its enirety. But on the other hand, I don't remember seeing the standard MP/TP bars during the RDM segment just the job gauge black/white mana bars. At this point it's probably safe to say most of those spells will cost general MP, how is this consistently recovered. Out of currently used methods of MP recovery we have: ACN bulk MP on CD with an option to use a secondary resource to get more; BLM MP recovery stance/rotation phase; WHM/AST style gradual recovery cooldown; PLD/DRK style melee combo to return MP. I'd say WHM/AST style is probably out, if it was BLM or ACN style it probably wouldve been pointed out on the job guage. So that leaves PLD/DRK or a new style. At this point I cant rule out RDM possibly having a melee style 1-2-3 combo for regular MP regeneration. Not saying this is the case, just that its not entirely ruled out. The current melee usage weve seen so far could have more in common with Warrior Inner Beast/Fel Cleave/Steel Cyclone/(DPS AOE I always forget the name of), where spells replace the combos for secondary resource generation.
Keep in mind EVERY JOB has to be able to function as low as level 5 in this game, even if that level is not actually possible, due to Fate lvl syncing (i think lvl 5 is about the lowest, might be anywhere from 4-8 tho). Most of what we've seen on RDM will not be possible at the extreme lower levels. So they may have a really boring Rapier stab as their basic damage ability. Big thing is, from what I've seen from SE themselves information about the toolkit in general for not only RDM but SAM as well is a bit too limited to have a final say on yet. Heck with the major current job changes it may be a bit tricky for all of em.
Also, maybe its just myself and a small subset of others who believe this, but I think the job action trailers were more to show off flashy spell effects than show good gameplay, even when he fought against mobs with the full UI on screen it wasn't really inidicative of what's to come for even BLM. I'd be hard pressed to believe even half of RDM/SAMs core bread and butter rotation skills have been seen. Just the things that would make us lean forward and drool a bit... Pally wing shield...
Since I keep going back to make sure I hit the big points... Chainspell is a secondary system, its not TP or MP, it probably has more in common with MNKs Opo-Opo, Raptor, Coeurl stances, while core to play of the job its not to the entire game. Also its likely in as a super low level Trait, just its 100% proc chance may throw some off.
Honestly the cast bars on mch were the only thing preventing me from fully enjoying the job lvl 50 mch was amazing then got to 60 ands it's lik wtf so boring to play cas the timers
So I'm thankful there gone now or will be come storm blood
So now Mnk can steal chakra from other Mnk,right ?
RIGHT ??
Every job looks exciting except for Machinist, DK and Monk from what i have seen in the videos