FFXIV is not FFXI. If you want XI's RDM, go play XI. As far as I'm concerned, I'm happy with the RDM we are getting and especially happy of how the mechanics and nuances of RDM operate.
♥ Baby, tell me, what's your motive? ♥
He definitely does not want FFXI's RDM. That was one of the greatest travesties of RDM ever.
But unlike him, I'm perfectly happy with this RDM. It's almost everything I would have wanted.
Last edited by MomomiMomi; 05-23-2017 at 09:47 AM.
I gotta say, if you knew what you were doing in FFXI, RDM was pretty nice as a job. XIV RDM looks fun too tho.
No disrespect meant, but you wanted to spam spells from range and sometimes swing a sword? You could remove the sword and replace it with a bigger nuke that consumes Black/White mana and you'd have a job that has a cohesive concept and a solid spot on the battlefield. Bonus being that at least then they'd have to call that job something else.
Someone on reddit compared it to one of the renditions of WoW's balance druid, and I am inclined to agree. And that's not really a good thing; not when we're talking about the original melee mage of the Final Fantasy series.
* 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)
Like I said, almost. It isn't everything I wanted. But in concept it is RDM, and it works. We really couldn't hope for much more than that.No disrespect meant, but you wanted to spam spells from range and sometimes swing a sword? You could remove the sword and replace it with a bigger nuke that consumes Black/White mana and you'd have a job that has a cohesive concept and a solid spot on the battlefield. Bonus being that at least then they'd have to call that job something else.
Also, calling RDM a "melee mage" is disingenuous. They could use both swords and staves, and they kept that concept intact.
Last edited by MomomiMomi; 05-23-2017 at 01:00 PM.
It was the only mage that could equip fighter gear up to a point, the only mage that could use swords, and the sword swings were not negligible (though due to a lack of hybrid mechanics in the console FFs, you didn't see things like Enspells and such). It was very much a melee mage. It had no fancy mechanics, but that's because turn-based combat and hybrids do not play well together. That the job could use staves doesn't detract from the fact that it's a melee mage.
If the idea was to make it a pure caster, it should have never been able to use swords and medium armor in the first place.
Read my sig. The FFXI RDM is the last thing I want.
What I wanted was a melee mage. I've even pointed to the two most successful sword & spell hybrids in recent time (WoW's enhance shaman and retribution paladin) since the beta for ARR in hopes that SE would look and learn from them, instead of giving us what is essentially a BLM with a sword and a poor excuse thrown in to use it.
The skill spread tells me that they thought up of the spell system first, and then remembered that the job also uses a sword and pulled something out of their asses to give us that. And if pinning a pimp hat on the love child of a Time Mage and Oracle (AKA FFXI's RDM) didn't get a pass from me, pinning one on a BLM with a sword (FFXIV's RDM) won't either.
* 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 have to agree here. The animations and the overall style are looking good, and it seems to warrant at least a pretty interesting faction in XIV's own lore, but it doesn't appear to be a melee, front-line, or otherwise especially versatile mage, nor even all that duality-concerned. Enspell and other weapon-oriented skills also seem to have taken a back seat, if at all available. That's not to say I'd have been okay with simply applying a self-buff and then AAing the day away—far from it, but I would have hoped that there'd be more reason to swap in and out of melee range, and for the blade to play a larger part in determining cast rotation, rather than just being, essentially, an alternate appearance for spenders that, as a side-effect, trades range for mobility.No disrespect meant, but you wanted to spam spells from range and sometimes swing a sword? You could remove the sword and replace it with a bigger nuke that consumes Black/White mana and you'd have a job that has a cohesive concept and a solid spot on the battlefield. Bonus being that at least then they'd have to call that job something else.
Someone on reddit compared it to one of the renditions of WoW's balance druid, and I am inclined to agree. And that's not really a good thing; not when we're talking about the original melee mage of the Final Fantasy series.
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