My sig. Read it.
On "feel": The important thing to remember is that Red Mage in particular is a guy that wields a sword and uses magic. That's ALL the feel of the job should keep in mind. Enfeebling+buffs was FFXI's terrible rendition of the job. FFI's version wouldn't work because stats would be spread all over (WoW: TBC Ret Paladins had this exact same issue which is why their stat priorities had to be changed). V's version was only set apart by Doublecast, which is a shallow mechanic to define a job with in an MMORPG.
RDM doesn't fit as a healer because of the aforementioned sword&magic thing (besides, that was already forced down our throats in FFXI and I would rather not go through that again). RDM doesn't fit as a tank due to stylistic reasons, as it's a guy that uses a sword and casts magic. The only logical spot would be DPS, especially if you want to continue the only worthwhile thing SE ever did with the job over the years (push it towards the fencer motif to set it appart from Warrior).
On the trinity: The trinity is not a bad thing if it means job classes get direction without some of the BS systems with more "freedom" suffer from. Not counting "support" and its other iterations are less popular than the three roles and would make getting a party together even more difficult. I've seen too many parties held hostage by lack of "support" in the past, and when more recent games threw "support" to the wind, I very happily declared "good riddance".



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