That's exactly the issue I was struggling with while I was writing up the Red Mage class: How exactly do you do it so that a Red Mage could not feasibly do all of the content. Do it make it they're just powerful enough to do the stuff but still at a weakened state?
The only argument I can surmise is you remove the tanking aspect of the class. Period. You make it plausible for them to play either a healer role or a DPS role, and that would be activated when you, say, used your stance of sorts in order to make the game think "You're x or y". And I don't even know if that's even possible in the current coding to allow a player to choose a role. The roles are preset with the jobs you choose to be. I'm not sure how much rewiring you can do.
That's the biggest conundrum in regards to the Red Mage class: How do you keep the lore and the core of the class and allow him to be a jack-of-all-trades type? I honestly don't see it possible unless you decide that you allow to open up all three paths and the game is allowing you to choose the role you want to be. And then, you have to ask yourself: If there is one class that can do it all, why not play that raid?
The only answer is this: You don't see an all druid raid in World of Warcraft, and they can do all three roles. As such, you would think that all three roles to the Red Mage can be balanced enough not to exactly allow you to go all RDMs and do well. I mean, you can do it (Hell, you can do anything) but you would benefit from other classes being there. Class synergies would also come into play too. All Red Mage parties would make you miss out on important debuffs other classes bring to bring up your DPS to par. And if you make it that the Red Mage could 'just' do their role and not exactly 'excel' at it, you're asking to become suboptimal for fun which won't help progression.
I can see how they can fix the whole "Just bring 8 RDMs" easily enough. I cannot see if the coding allows this to be.


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