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Originally Posted by
MirronTulaxia
My point is that it's a different role, and you are wanting them to more fully be a hybrid.
You're not understanding what I'm asking for if that's your impression. What I'm asking for is a caster that stands in the front lines, uses the sword in their hand more than just once in a while and tosses spells at the enemy, with a mechanic that ties sword use and spell casting to each other.
What we got was a ranged caster than seldom uses the sword, and by design is encouraged to squander mobility tools becuz k00l fakt0r (unless you just stand stacked behind the mob with everyone else).
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And I would argue that while Dualcast itself may not be a major part of the job what Dualcast represents (again, speedy spellcaster) has helped to solidify Red Mage from here on out. It's a fast spellcaster, relying on quantity not quality with its spells (further represented by not using high end spells), and this carries over in to how it fights with a sword too, using a rapier and such. Prior to that? It's only real defining feature was simply being a jack of all trades, this helped to give it something of a trade to call its own.
This takes us to how tricky it is to define a hybrid. Reducing RDM to Dualcast is as bad as reducing the job's raison d'etre to Refresh back in FFXI.
It works as a perk that is part of a greater whole, but not as the job's reason to exist.
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Again, Sages aren't about speedy casting.
Scholars weren't about summoning faeries, and blue mages weren't relegated to being circus performers (or professional wrestlers if you go by how the BLU questline ended), either, so this doesn't really hold.
Residual aether around the caster is already a thing (and is why RDM has Dualcast in this game), so that idea can be modified from instant spells to an effect that makes it easier to form the spell. Could even tie it to a memory mechanic as a nod to Tellah.
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And removing swords is again removing a decent chunk of their current moveset (I want to say somewhere between a third and a fourth).
Riposte, Swerchhau, Redoublement, and Moullinet prior to Shadowbringers. With Shadowbringers throw in Reprise and Engagement if you want to be technical about it. This is not counting the mobility skills. These could be replaced by things like Water and Blizzard spells, higher tiers of the 6 elemental spells, possibly additional/situational mana spenders and abilities that manipulate the mana bars.
The systems currently in place would not fall to pieces if you took the sword away, which ties back to my point of the sword being almost token.
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Being part of its aesthetic and being a major part of how it actually deals damage are different things.
I guess I should have mentioned that up until this game RDM not only could use swords but also equip armor (which in this game's terms means that RDM should be able to share gear with MNK at the least, DRG at the most). In games where your MP doesn't regenerate and you can take one action per turn, a RDM with a sword will help more than a BLM or WHM with staves.
That said, the single player games rewarded taking advantage of elemental weaknesses, and in that context you're going to have that RDM use elemental spells because you want the most bang out of your buck per turn.
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And in XI you weren't ultimately doing sword stuff the majority of the time. Granted, I don't think spamming Refresh is the best of situations either (I'm being hyperbolic in case you want to go after me on that, and it may have changed recently but I still strongly doubt the sword skills were why you did Red Mage).
While the playerbase abused RDM's access to Refresh to the point it burned people out and created a lot of bad habits, it was a job that could enhance itself with magic to make up for what it lacked naturally. Gain spells, enspells (especially combined with Composure's 300% damage increase), and Phalanx are what I call a good direction for the job to evolve.
Of course, XI's RDM has a slew of other problems. Healers are still in short supply, so RDMs get drafted for that for events. Doesn't help that a lot of things either have mass dispels, AoE silences or AoE paralyzes (3 things that are the absolute bane of RDMs). There's also issues with gear design, since RDM is either put on equipment that is a tier behind what other jobs get or are put on stupidly overpowered equipment (like Crocea Mors).
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At the end of the day swords are still part of the aesthetic. And arguably more important than it has been previously because it actually has the means to work with its sword skills.
There are much better ways to implement sword use than as mana bar spenders. Proc mechanics and buff rotations (spells buff the sword, the sword buffs spells) being two of several examples.
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FFXI was almost twenty years ago, it's not "recent" when the series has only been around 33 years (not even that yet).
Yeah that was my looking only at the numbered mainline titles. Also this is in play.
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It also perfectly ties in how Red Mages should work. Their sword skills are bad. They are not as good as a Warrior. How do they keep up on the front lines? Magic.
Indeed. RDM would use magic to make up for the difference. The rub is in how to go about it. Self-enchants work. Procs from sword swings that make spells cast instantly or with reduced cast times works. Magic lowering a target's resistance to sword swings works. Sword swings lowering a target's resistance to magic works. Note how none of these go for the "spam spells until you're given permission to swing your sword" approach.
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Long and the short of it, ideally a Red Mage would be a Melee Magic job.
Agreed.
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We don't have that. So they went with a Caster job as opposed to making it a Melee DPS with some magic, because ultimately it is a mage, even in the title.
And the fact they took this direction opens them up to be criticized. Which is what I've done since the job was introduced.
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It's not a melee fighter, two thirds of it in terms of how it's a hybrid is magic related, so ultimately it has more than enough.
I disagree, as the gameplay leaves the sword very much underrepresented.
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Not getting into the fact, again, that there is a difference between a melee fighter and a ranged fighter in this game.
There are ways to design around that difference. First things that come to mind are limiting spell use from range or make it deal overall less damage from range (in addition of having few or no mechanics that proc or activate outside of melee range). Meaning that you'll want to stand in the front lines if you want to deal the job's intended DPS, but are also not totally boned number-wise when you have to get away from the boss for whatever reason (you'd do better than the DRG using Piercing Talon, but notably worse than the BLMs and SMNs in the group).
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This all said, if we want to keep the current design but increase the sword's role in some capacity, I see no other alternatives aside oGCD skills that interact with buffs like Verfire/Verstone Ready.