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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by SydeBeheln View Post
    Don't forget what RDM's signature skills are. The option to use not only white magic, but black magic too, and equip heavier armor with offensive weapons+ shields. Because of this, RDM doesn't master in any one specific skill, but instead has the viability of using all said skills.
    The problem is that doesn't mesh well when they're using the jobs as specializations for the current weapon classes. Hence why I'm more likely to lean towards melee mage being emphasized this time around rather than risk the generalist design and end up shackled to the back row again in the content that matters. Plenty of FF ideas have been adapted to the MMO context. It's about time RDM gets the same treatment, really.

    As I see it, RDM is the kind of character that in a fighting game would combo you and then throw you to the other edge of the screen not through a fancy throw or a knockback attack, but instead by releasing magic on you at point-blank range.
    (1)
    Last edited by Duelle; 06-29-2011 at 05:52 PM.
    * 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)

  2. #2
    Player
    _C-a-e-r-i-t-h_'s Avatar
    Join Date
    Jun 2011
    Location
    San d'Oria
    Posts
    346
    Character
    Laura Palmer
    World
    Ultros
    Main Class
    Archer Lv 50
    Quote Originally Posted by Duelle View Post
    The problem is that doesn't mesh well when they're using the jobs as specializations for the current weapon classes. Hence why I'm more likely to lean towards melee mage being emphasized this time around rather than risk the generalist design and end up shackled to the back row again in the content that matters. Plenty of FF ideas have been adapted to the MMO context. It's about time RDM gets the same treatment, really.

    As I see it, RDM is the kind of character that in a fighting game would combo you and then throw you to the other edge of the screen not through a fancy throw or a knockback attack, but instead by releasing magic on you at point-blank range.
    You mean, give RDM a better sword skill level so they can actually hit and do damage, but then... oh, instead of En-Spells just being +10 fire damage, make it so you can En- any spell to go off on your next hit. So, like, charge your sword with Fire III and on the next attack it goes stab plus boom.
    (0)
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  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by _C-a-e-r-i-t-h_ View Post
    You mean, give RDM a better sword skill level so they can actually hit and do damage, but then... oh, instead of En-Spells just being +10 fire damage, make it so you can En- any spell to go off on your next hit. So, like, charge your sword with Fire III and on the next attack it goes stab plus boom.
    I guess that works, too. I was thinking more along the lines of what Seifer did during the intro to FFVIII; releasing a fire spell right in Squall's face.

    Personally, I'd design the job around mixing magic and melee. Enspells, spells cast through the equipped sword, procs that could be spent to insta-cast a nuke or a heal depending on what's needed at the moment. That sort of thing. But yes, better damage would be part of the deal.
    (1)
    * 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)

  4. #4
    Player
    SydeBeheln's Avatar
    Join Date
    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    Quote Originally Posted by Duelle View Post
    I guess that works, too. I was thinking more along the lines of what Seifer did during the intro to FFVIII; releasing a fire spell right in Squall's face.

    Personally, I'd design the job around mixing magic and melee. Enspells, spells cast through the equipped sword, procs that could be spent to insta-cast a nuke or a heal depending on what's needed at the moment. That sort of thing. But yes, better damage would be part of the deal.
    I see where your coming from. I think BLU was done very well in terms of fighter mage. RDM in ffxi was more likely pushed to being a healer because of it's significant refresh abilities and it's a bit more lasting than whm in terms of MP. However, I can't really see the community not using RDM as a main healer if the situation calls for it, or nuker for that matter either. I would love RDM to finnaly be seen as a front-line fighter mage, with support healing and support nuke.
    (1)

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    Quote Originally Posted by SydeBeheln View Post
    I see where your coming from. I think BLU was done very well in terms of fighter mage. RDM in ffxi was more likely pushed to being a healer because of it's significant refresh abilities and it's a bit more lasting than whm in terms of MP. However, I can't really see the community not using RDM as a main healer if the situation calls for it, or nuker for that matter either. I would love RDM to finnaly be seen as a front-line fighter mage, with support healing and support nuke.
    So if it does not excel in any specific role (support DD, support healer, support nuker), why should we need one in challenging situations where roles are clearly defined?

    I think XI's RDM was a good jack-of-all-trade for an average party and for soloing, but they needed to find an additional niche that made it shine compared to other jobs so it was desirable in specific situations.
    (1)

  6. #6
    Player

    Join Date
    Jun 2011
    Posts
    1
    As it stands now anyone playing a DoM is a RDM, so if SE implements RDM as a job it is going to have to give it a specific role or gimmick. If BLM is going to be a range nuker/debuff and WHM is going to be a range healer/buff, having RDM with mix of both probably wouldn't work out too well.

    Since we want a melee RDM so bad, they could make RDM a melee attacker/debuff by giving them aoe saber/en-element spells that can applied to all melee attackers. These spells could give each attack a slight elemental bonus, absorb hp/mp, or have a chance to enfeeble, etc. Each individual attack isn't as strong as a cure spell or nuke, but cast on enough people the numbers could add up. In terms of party dynamics the RDM would not be as good as a regular attacker in terms of dps, but they bring to the table some decent buff/debuffs that could play nicely with BLM and WHM spells.
    (0)
    Last edited by AlwaysNu; 06-30-2011 at 03:32 AM.

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by AlwaysNu View Post
    Since we want a melee RDM so bad, they could make RDM a melee attacker/debuff by giving them aoe saber/en-element spells that can applied to all melee attackers. These spells could give each attack a slight elemental bonus, absorb hp/mp, or have a chance to enfeeble, etc. Each individual attack isn't as strong as a cure spell or nuke, but cast on enough people the numbers could add up. In terms of party dynamics the RDM would not be as good as a regular attacker in terms of dps, but they bring to the table some decent buff/debuffs that could play nicely with BLM and WHM spells.
    Gotta be careful when balancing those numbers. Experience has taught me the numbers have to still be decent and not significantly behind the other front-liners, because if people figure out ways to getting that same damage without the RDM in the party, you're kind of boned and back at square 1.
    (1)
    Last edited by Duelle; 06-30-2011 at 03:55 AM.
    * 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)