Hah yeah RDM is going to be like the SMN whine threads all over again. Granted, if they implement it as a front-line fighter with magic utility I'll happily sit through the loads of people crying about how they miss spamming cure, refresh and haste ad nauseum in FFXI.I don't think it will matter, it could be the most well thought out, best designed class/job in the game and someone somewhere will claim it's "a slap in the face."
As long as it's designed well, in whatever role it fills, I'll be fine with it, since it's not a class I've ever been interested in. I'll enjoy reading the inevitable rage threads though.
* 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)
Fixed your fancy word for you.
The thing with SMN now is the way it feels and the appearances of the pets ("summons"). The gameplay in general seems okay. At least, this is what I got from various threads.
While I never played RDM (I don't like the archetype), I hope it will meet most people's expectations. I find it rather peculiar one would "happily sit though the loads of people crying about.." etc.
Let's hope they will actually adjust the job system first so they can implement these kinds of archetypes.
Noted, and thanks. >.>;
You missed the posts saying XI's summoner was better because of utility or more commands for the summons, ignoring that summoner had horrible scaling, was hampered by blood pact timers (even after it was split into rage and ward) and most of the utility XI's avatars had would be overpowered or underpowered in the current game. XI's summoner had too many eggs in one basket and had game balance stacked against them. Some people never wisened up to that fact.The thing with SMN now is the way it feels and the appearances of the pets ("summons"). The gameplay in general seems okay. At least, this is what I got from various threads.
I said this for two reasons. Firstly because some people here can't appreciate that XIV's summoner was a change for the better and that their pining for FFXI isn't going to help them in any case. Secondly because I predict that if FFXIV's RDM were anything even removely close to the stuff suggested by Ramsey, Swords, Marta, myself, etc, there will be people wishing they could spam buffs and heals (pining for the bad old days), not unlike said individuals that complained about XIV's summoner.While I never played RDM (I don't like the archetype), I hope it will meet most people's expectations. I find it rather peculiar one would "happily sit though the loads of people crying about.." etc.
* 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)
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