






I agree. At that point Red Mage should come as it's own base job and perhaps have it unlocked by that idea Yoshida mentioned one time. It entailed having both white mage and black mage leveled in order to unlock it.
You've done a splendid job with your job proposals, btw.
Oh hey I missed one. Whoops.Thief. Thief advanced into Ninja.
Similar iconic status even.


I kind of hope it does require finishing BLM and WHM storylines but not really sure how to fit it in story wise with that concept. But it would be really neat to have "advanced classes" unlocked by jobs so that way not every Joe could start the game as every class and those who have gotten every job storyline finished have something to progress to. EE did something like this where you would need to have reached a certain level in order to unlock a specific class through a quest. That did make it sort of unbalanced though but was still neat.I agree. At that point Red Mage should come as it's own base job and perhaps have it unlocked by that idea Yoshida mentioned one time. It entailed having both white mage and black mage leveled in order to unlock it.
You've done a splendid job with your job proposals, btw.
And thanks for the compliment, appreciated. They do need some work still and I update them when I think of ways of improving them but still nice to hear positive feedback.
Last edited by MartaDemireux; 11-28-2013 at 06:22 AM.
* I fully give permission for any of my written ideas to be used by SE without recognition.



I would like to see more focus on the melee side of RDM in order to put their armour and weapon to actual use.
In 11, the enspells were static,you cast it and they lasted for a short time, there was no way to really enhance it further. Therefore:
I would like a correlation between Magic and Weaponskills whereby each combo off the other and also enhance the other to make up for having low tier skills. This would mimic and expand upon Vivi/Steiner combo in FF9. Both the magic and melee side would be actively involved and not just a buff that lasts a short while like in 11.
Coupled with things like Double/Doublecast, that could be quite powerful.
I think their level 50 spell/ability should be "Triple" from FF8.
Last edited by Altanas; 11-28-2013 at 07:00 AM.
Rather have Dark knight or Blue mage. Red mage is destined to suck like it does in every final fantasy game.



It was, and I hope that thing stays where it is rather than ruin things in this game.
This I'm hoping is lip service along the lines of "lol people playing WAR havent researched it enough". If he had gone out and said that RDM was gonna be a pure caster in FFXIV (at which point I would get my torch and pitchfork and undig the several RDM threads where we've been asking SE to NOT do that again), I may have believed that quote from Yoshida.
Self-buffing works when you have a ton of abilities and a class that can conceivably support that sort of design. FFXIV does not on both fronts, since jobs are limited to 5 abilities and a base class should not have self buffing to that extent. Even then I would note the amount of time lost self-buffing and time lost not hitting things with a rapier.Honestly it doesn't take much imagination to come up with ways they could implement it without being OP. Those of you saying it wouldn't work aren't really considering ways of adapting it rather than just outright copying it from another game in the series. A job that self buffs its melee offense with magic whilst having proccing nukes and some emergency/support white magic to fall back on wouldn't be OP. If anything it would fall into a similar category as BRD is in now.
The elemental wheel doesn't matter much and would simply bloat a RDM's spell list if you gave him enspells of each element. Like debuffs that were blended into BLM nukes, those have to be sparse and blended into sword techniques.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)



Upvote for a Duelle-styled RDM. Seriously, I don't think I've seen a RDM post from him that I didn't like.
As for any spells/abilities on RDM, non-elemental stuff. Or water. Seriously, one water spell in the entire game? But focus RDM on physical DD
And /facepalm for anyone wanting XI-style RDMs. Also, FF1 would like a word with everyone saying that RDMs weren't originally DDs. EVERYONE was a DD originally. EVEN WHM. Seriously, you can't tell me there wasn't a point somewhere (especially the remakes of FF1) where you just said f-it and just meleed with the BLM & WHM.
Add in a /facepalm to those that don't think RDM would work but think BLU will...
Last edited by MaethusXion; 11-28-2013 at 10:44 AM.




To those wanting FFXI's Red Mage and others like their Ninja tank. Believe me, none of that would work in ARR. Of the few MMORPGs I have played in the past, FFXI's job system was by far the worst. Hiromichi Tanaka's team would overnerf some jobs into oblivion and release broken job mechanics that are beyond repair.
FFXI's Red Mage is a good example. Earlier in the game's lifetime, RDM was so powerful that it could solo high level monsters other jobs could only dream of doing. Sometime later it was hit with the nerf bat and it has yet to recover. EDIT: I forgot to add that the development team early on gave RDM the Refresh spell and they became nothing but a mana and Haste battery. Their sword skills were lackluster so for FFXI's lifetime RDM stood in the back row with other mages, using a staff, enfeebling the monster and providing Refresh and Haste to their party members.
FFXI's Ninja was originally designed to be an evasive support DPS with it's Ninjutsu, throwing skill and their dual wield. Players took the Utsusemi Shadows + Warrior's provoke, alongside with Thief's trick attack ability and turned Ninja into a nigh invincible shadow-blinking tank. I remember the development team slightly nerfing shadows to combat it somewhat but in the end, embraced it as a tank and released some enmity+ gear. Right now, Ninja as well as some other jobs aren't even considered for the high level content they are doing now with the Seekers of Adoulin expansion.
There are so many jobs that are or still aren't working as intended in FFXI. The entire job system is a mess and needs an ARR style makeover. If or when Red Mage is brought to FFXIV, I hope it is absolutely nothing like FFXI's rendition.
Last edited by Tanama; 11-28-2013 at 09:53 AM.
Red mage is literally the embodiment of mediocrity and I don't want it. I don't understand why people want this. It was a redundant job in XI until it was shoehorned into a debuff role early in its life, and later nobody even cared about debuffing in XI so RDM was thrown by the wayside. I don't really see how it could work in XIV, especially when we have WHM and SCH both somewhat imitating its overall functionality posessing both heals and damage spells.
Blue mage and its set spell system from XI could work well here. Geomancer could also work well in a similar role to what it got in XI, but with much more fluid control mechanics.
Thief, Ninja, and SAM have all also been hinted at by Yoshida, and all are ones i'd prefer over RDM. Then there's musketeer and w/e job it gets.
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