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.
So true, I only played rdm to be a magic swordsman, and instead I become a refresh whore, who wasnt even ALLOWED to wear a sword in parties, so I said to hell with that. I was a "terrible" rdm and did all my rotations, pulled, and to amuse myself, even meleed much to the chagrin of others who half the time would complain that "you're feeding it tp". It was the only way to play rdm without boring myself to death.And this wouldn't be far from the truth. The job had too much "work" in its role in-game, and it was part of why it had such a high burnout rate. Specially when all some of us wanted was to be the guy with a sword that could use magic.
That's the appoach I would like to see the devs take.
I already made it workI can't really see RDM functioning in this game the way things are so streamlined, where any differences in magic effects amount to only flavor text. Closest I could see happening are stronger versions of the on-hit debuffs we already have with much longer durations(start at 10 seconds, Fencer then gets three +10 second traits instead of +damage ones like other classes?), or a trait that lets their debuffs bypass the multiple-application resistance factor. Tack on a minor Haste, and maybe Refresh as a 2-minute cooldown and potency on par with Shroud of Saints?.
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)
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.
I think Fencer is the perfect choice, can they equip 1h/2h weapons (If so what are they). What I can probably say is Fencer/Swordsman.*New class : Fencer (DPS). As Red Mages haven't typically used staves (they had no native skill for them in XI), wands, or crooks in combat, the Fencer would require a new weapon: Rapiers or Epees. This weapon type should also have cooldown skills/combos that separate the job from Gladiator/Paladin. In other words, skills that are more offensive in nature. The job should also have a means of elemental enhancement of their weapon that kick in on every auto-attack. It should also have some form of self-healing to survive solo fights (although allowing cross-class with ACN or CNJ would make this unnecessary and address the other concern of enfeebling spells).
What I think Fencer is a great addition,
They need to Make a Kendo/Swordsman Class for Sams and D.Knights
D.Knight = KDO / THM
Samurai = KDO / PUG
http://forum.square-enix.com/ffxiv/t...57#post2354457
Last edited by Oni_Akuma; 08-12-2014 at 09:37 AM.
Melee DPS that relies on fast-cast buffs and debuffs, likely with cross-class skills that come from the other caster classes. En-(element) spells as stances you cycle through to apply various effects. Defensive party-wide buffs.
video games are bad
I think melee with some limited casting, but to give them their own little "I am special thing" give them an ability that makes their next spell aoe, and one that makes their next ability(not weaponskill) aoe. So they could do things like cross class invigorate, and make it be aoe, or they could aoe Second wind, internal release, or whatever depending on the classes they can pull abilities from, or one of their own abilities. Keep a decent cooldown on it so it's balanced, and they would need to decide which abilities would be best to aoe and when. For spells you could give them some simple debuffs, paralyze and what not, and the aoe spell ability could make it useful for groups.
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