/10char Cause quotes don't count.
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I never said I wanted RDM to be more complex or nerfed. Drop your sarcastic rhetoric and get over yourself.
Go back to healer, I really don't care. I will never party with you. I don't even know who you are. It factually makes no difference and has zero influence on my life.
On the same token, RDM has a damn good damage up buff and a res/cure if needed. When a class has their cake and can eat it too, it skews balance as people natively want easier if it is just as rewarding, if not more so, than complex.
RDM falls into a weird spot of not as complex and has utility, but can easily pull absolutely insane numbers. Yet the team's stance (well, on paper) is that utility means less personal DPS.
My only issue is being exactly matched on Black/White mana has no advantages. Verflare/Verholy only work right if you have an imbalance of even 1 mana. It'd be nice if being exactly equaled out maintained the 100% proc, or even gave a 60% proc instead of 30%. But that's just my $0.02 I love this job.
Personally I like RED as it is :/ Why ?
Because it's an easy DPS to play with, especially when you are not used to DPS. If you want more complex DPS they are others that are waaaaaaaaayyyyyy more complicated.
I think it's a good thing to have and easy DPS, pretty much like WHM is the easier healer to play with, it can help people "discover" their job as DPS / heal etc and, once they want more complexity they can switch to another class
RDM could do with having either its floor or its ceiling lowered. A job that is considerably more forgiving than SMN and BLM has no business being ahead on output.
If the job is intended as the "easy" caster then there should be an incentive to play the "harder" ones.
I think that RDM does not need more complexity, instead I believe that what is needed is punishment for mistakes.
There are only 2 mistakes a RDM can make now that punish them hard, both of which are easily avoidable:
1-letting one of your manas rise much higher than the other;
2-starting your melee combo without enough mana to finish it.
Literally everything else barelly punishes you, unless you repeat those minor mistakes many times. So I've thought about a nice little thing that would add the necessary punishment:
Verflare/holy no longer generate mana, instead they give a X secs buff that increase the damage dealt by your black/white mana generating spells by Y%. This way you are punished by letting your manas even when starting your melee combo, and during the timespam of the verflare/holy buff you would want to cast as many black/white mana generating spells as possible BUT if you go too greed you end up with unbalaced mana, punishing you.
What this change proposes is playing on the edge of the balance of your mana gauge, and I believe it would be a nice little thing to add some depth to the class without making it too complicated or too punishing.