


I am, but their primary arm in pretty much every representation of the job has been the sword (not counting the staff seen in FFTA's artwork for the job, which is a misrepresentation since the job uses rapiers rather than staves).
A true hybrid? You're right, that won't work in FFXIV, as has been explained and argued by several here aside from myself.
I'm actually well aware of the changes and concessions needed for RDM to work. You have to lean less towards overall mediocrity (see: RDM in FFIII, FFV, FFXI) and pick a role that thematically works for the job while keeping the things that are core to the job: sword, attack magic, curative magic.
The class parity argument is a poor one, at best. There's no rule that says we absolutely must have X number of casters and Y number of melee.It has to be able to fufil one of the very specific role's otherwise the class is pointless. If it's a melee then why do we have yet another melee class and still only two magic users?
If you want ranged casters, I can give you some suggestions: Geomancer, Mystic, Necromancer, Blue Mage and Sage. Let's not act like there were no alternatives for a ranged caster to the point RDM had to be shoehorned into that category, because we still have plenty of jobs to draw from.
Making it a caster is not the "most logical route", because it ignores the melee side of the job. As of right now, based on the keynotes and the video shown, swordplay seems secondary and an afterthought to RDM, like an element that was grudgingly added to try to avoid people calling out SE for making the job iconoclastic a second time; the fact they tried to focus on their "fast positioning" gimmick further supports this.Making it a caster is the most logical route compared to just "coz". Being "hardy" means absolutley nothing just ask any DRG main. There is zero mistaking what the job is, it's not like SMN where you wouldn't be able to tell from looking at them.
The logical route was to make the melee and magic sides of the job mesh in front-line combat. There's a reason I mentioned I expected something like melee weaponskills => spell combos, the Art of War mechanic, melee combos affecting spells somehow and so on. That gives you enough breathing room to not only give the job stylish melee abilities, but also seamlessly blend magic into their combat style. Best part being that you wouldn't need to make up a BS gimmick like "fast positioning" to pull that off AND would still be able to give them limited ranged options (since that is something that is par for the course with magic).
Now, you could say "well, that might still happen since the video didn't show us all the job's skills", at which point I would ask, "then why the hell didn't they focus on that?".
I wouldn't expect a carbon copy of the console FF version of RDM, but I would use that as a foundation and adjust the job to work in an MMO. This is why I've pointed to how hybrids work in other recent MMOs and said "look at how these guys are doing it and learn from them" since beta. I don't think this would irk me as much if the fast positioning thing was not such a blatantly contrived gimmick. I can't even, in good conscience, call it a valid gameplay mechanic. It'd be like if I designed a job with gameplay that revolved around pressing the space bar.
Last edited by Duelle; 01-20-2017 at 06:48 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)


I lost all interest in RDM when they revealed that it is going to be a full caster and not a melee / caster hybrid.


Well, it doesn't really matter from an aesthetic standpoint, since you will be glued to one place and gun everything down as a BLM anyway.
In RDM's case it's different, I expected them to be a full hybrid, spending some time in melee range, then spending some time in caster range and so on. But no, they are a wannabe BLM (which actually fits the job lol) who dives into melee range for a few seconds, only to back out again.
Well, we at least expect RDM to play like this, given the limited information and footage we have.
Sounds perfect to me. When RDM was teased I was worried they'd ruin it by making it a job that plays mostly melee (or even worse, all melee). This is much truer to how I feel the job should be, rather than someone who futzes about in melee range occasionally firing off point blank magic attacks between a mostly physical skillset.
They're not going to be so stupid as to have "optimal" play for RDM be at melee range 24/7. They're just not. Something about the job's design will without a doubt prevent such meme strategies, as the whole point is positioning.
I can't imagine the MNK change was intended to suggest that minimum ranges were something they never wanted to do ever again (Repelling Shot and Blank say hi), but was probably a change intended to stop Monks from moving away from their target just to force Shoulder Tackle into their rotations.



I could argue that this only "works" in console FFs because of the limitations of turn-based combat. There's not much room for gameplay that mixes elements of a hybrid because you're limited by how turns are structured (read: you aim to use turns efficiently and try to get the most bang for your buck per action, which in the case of RDM means using spells, especially if you take into account how their stats scale in the console FFs).
Last edited by Duelle; 01-20-2017 at 06:38 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)
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