
They had a job that fired guns with spells...well several that could actually...Chemist....Engineer (mustadio), Archer (?) etc. All tactics jobs, and had guns that would either fire magic , or had a chance to proc an extra magic dmg ontop of physical
if i was yoshida and him team, i will get ride of the melee part, why not use the gun for make it shoot the spell and take out the healing capacity and only leave support capacity like some spell that can increase the healing done by the other class. for make simple a counter part of the bard, but with spell and gun.
i'm sure i will be flamed because i have said this, but admit it a redmage with a gun can be badass and will be more balanced than anything they can try.


indeed, but let's be honest, Red Mage it's great in a solo game. but in mmorpg a class that can almost do everything is... idiot. what the point to have the other class around, why not do a full group red mage. it's what we call balance, if not, they will make a weak red mage that still have all the tool we know him but will be less good than a melee or a caster or healer. why bring him in group.
the best solution it's to adapt it, the gun way it's maybe the best option so far...
because if you look at the game balance soo far:
- melee need to be mobile or they will face death often
- caster need to cast spell for counter balance the power and the fact they are at distance
- healer can't dps and heal at the same time, if they try one of the two way is weak.
with this in mind, how make a red mage without make it too powerfull?
- allows him to cast while moving? will simply be overpowered and will be nerfed (like the bard)
- how make the melee interesting when you can be safe at distance?
- how balance heal and dps? do like the healer?
by taking out the melee part of the red mage, you can have less trouble to make the class interesting. the gun will offer more freedom to them than the rapier.
They can make his spells close ranged, or at least if most of their skills are melee, they would only be able to go out of melee for a short time and that wouldn't be OP if they can't be out of melee more than 3 secs or they'd stop hitting.



So basically spit on everyone who has been giving suggestion for RDM while ignoring the core concept of RDM a second time. Your idea of balance is also lopsided. And you're purposely ignoring designs where magic and melee can work without any of the things you're mentioning interfering with balance.with this in mind, how make a red mage without make it too powerfull?
- allows him to cast while moving? will simply be overpowered and will be nerfed (like the bard)
- how make the melee interesting when you can be safe at distance?
- how balance heal and dps? do like the healer?
by taking out the melee part of the red mage, you can have less trouble to make the class interesting. the gun will offer more freedom to them than the rapier.
* 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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