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  1. #41
    Player
    RaijinSupreme's Avatar
    Join Date
    Jan 2015
    Posts
    634
    Character
    Dynamo Malevolti
    World
    Sargatanas
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    snip
    But that's the same for every job. You're not going to move as monk unless you need to dodge, or do a positional. Same thing with DRG. You're not going to move as a tank unless you need to pick up more adds, or move the boss into a position.

    No one moves during a fight unless they need to.

    and with Red mage, since 50%-75% of the casts will be instant casts, it has way more mobility then either BLM or SMN.

    If we're going to call these jobs turrets because they don't move unless they need to, then yeah, every job is a turret.
    (7)

  2. #42
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    I think it Red Mage looked BOMB! And the one spell that looks like a crystalized flower was even more BOMB! (it looked like Lightnings crystarium crystal from XIII)
    (1)

  3. #43
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by RaijinSupreme View Post
    If we're going to call these jobs turrets because they don't move unless they need to, then yeah, every job is a turret.
    Tanks kinda have to turret due to their requirement of keeping the boss still, so it is what it is. Melee mechanics are pretty much constantly revolving around moving around the boss, so they aren't turrets. Neither are ranged for similar reasons. BLM/SMN/RDM? 90% casts, 90% turreting, 90% being an unoriginal caster. Being a turret goes against what an RDM is.
    (1)

  4. #44
    Player
    Jerbob's Avatar
    Join Date
    Dec 2014
    Posts
    61
    Character
    Jeral Kalrashan
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    I was hoping that RDM would be something revolutionary for XIV. RDM is almost always definined as a "jack of all trades", so I was hopeful that RDM would be a true hybrid. That'd be something remarkable for XIV, and perhaps something to herald in a new era of job design!

    I wanted to be on the front lines with a rapier all the while - that's where RDM belongs. I wanted white magic that wasn't a cop-out of "well aero is white magic in XIV" - Cure, Regen, Dia. I wanted elemental black magic too, but something quick and stylish to weave in amongst my melee strikes. Thematically appropriate self-target buffs with the classic names - Haste, Temper, Bravery, Refresh. I wanted to ensorcell my blade. Some RDM staples - Doublecast/Fast Cast/Chainspell. I wanted something special!

    Of course, it's hard to see what there is from the limited information that has been provided, but it looks like BLM 2.0. Throwing colourful lights at a thing until it dies. There's nothing wrong with that, but it's not RDM. Even the melee strikes look more like spell effects than sword swipes - a reluctantly-given concession to an unwelcome RDM history? 95% of the time the sword is a staff anyway, which is a fun idea but disappointing, and inappropriate for RDM. And why do I have to "balance" my "white" and "black" magic in order to stab something? It's nonsensical.

    I mean, it's what I expected, but...

    I'm just frustrated by the whole thing, really. I cannot get over the mindset the XIV developers have regarding jobs. Completely changing classic jobs just to cram them into the needlessly restrictive XIV paradigm. If they want to make things "new" and "different", as they've said in the past in numerous interviews, then they shouldn't be slapping on a classic FF name just for marketting purposes.
    (3)

  5. #45
    Player
    Tharne's Avatar
    Join Date
    Aug 2015
    Posts
    120
    Character
    Vaida Tharne
    World
    Spriggan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Being able to move when you don't need to doesn't make you not a generic caster.
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Melee mechanics are pretty much constantly revolving around moving around the boss, so they aren't turrets. Neither are ranged for similar reasons.
    Way to contradict yourself since Ranged are able to move but they don't need to, they can do their skills from the same place during the entire encounter except for moving out of AoE like Casters.
    But hey if it helps you sleep, you can keep your weird view on the matter.
    (7)

  6. #46
    Player
    RaijinSupreme's Avatar
    Join Date
    Jan 2015
    Posts
    634
    Character
    Dynamo Malevolti
    World
    Sargatanas
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Tanks kinda have to turret due to their requirement of keeping the boss still, so it is what it is. Melee mechanics are pretty much constantly revolving around moving around the boss, so they aren't turrets. Neither are ranged for similar reasons. BLM/SMN/RDM? 90% casts, 90% turreting, 90% being an unoriginal caster. Being a turret goes against what an RDM is.
    Melee jobs only have to move when they are doing positionals. Other than that, you will find them at the boss' rear, and according to your logic, since melee jobs only move when they need to, its considered a turret.

    Ranged jobs actually don't have to move anywhere for the same reason casters don't. none of their moves require them to be in a certain position of the boss. So unless they're dodging AOEs, they can literally stand in the same spot to do their entire rotations. That would also make them a turret.
    (5)

  7. #47
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jerbob View Post
    I was hoping that RDM would be something revolutionary for XIV. RDM is almost always definined as a "jack of all trades", so I was hopeful that RDM would be a true hybrid. That'd be something remarkable for XIV, and perhaps something to herald in a new era of job design!

    I'm just frustrated by the whole thing, really. I cannot get over the mindset the XIV developers have regarding jobs. Completely changing classic jobs just to cram them into the needlessly restrictive XIV paradigm. If they want to make things "new" and "different", as they've said in the past in numerous interviews, then they shouldn't be slapping on a classic FF name just for marketting purposes.
    Hey, if there's one thing SB will likely do well, it's to avoid every challenge and surface issue that could have led to refreshingly new concepts in gameplay upon actually meeting and solving those challenges. What (avoidance) XIV does, it only gets better at!

    So, BLU next, right, to ensure that there will never be added concepts in leveling, open world depth, or ability acquisition?
    (2)

  8. #48
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Would you rather it be described as 90% turret, 5% dashing, 5% lack of originality? Because I can certainly call it that.

    In all seriousness, the only thing that the trailer did was make me hate the Red Mage even more. It's a complete waste of an interesting class and concept and I'm boggled people will accept such a generic lackluster design...
    Fine, be allergic to fun. More for me.
    (4)

  9. #49
    Player
    Vexander's Avatar
    Join Date
    Apr 2015
    Location
    Sharlyan
    Posts
    1,290
    Character
    Rin Black
    World
    Balmung
    Main Class
    Samurai Lv 90
    You know, there's nothing stopping a Red Mage from being in melee Range more often than not. I imagine it'd be the optimized gameplay style as well, to include auto-attack damage. Since every other spell would be instant cast, it gives them plenty of time to maneuver out of short-ranged AOEs from bosses, not to mention they have skills to help with that.

    Honestly you could probably play RDM either way.
    (5)

  10. #50
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Vexander View Post
    You know, there's nothing stopping a Red Mage from being in melee Range more often than not. I imagine it'd be the optimized gameplay style as well, to include auto-attack damage. Since every other spell would be instant cast, it gives them plenty of time to maneuver out of short-ranged AOEs from bosses, not to mention they have skills to help with that.

    Honestly you could probably play RDM either way.
    Hanging out in melee range is rather different from being melee. Just ask any Bard between Repelling Shots. Or the melee DPS when a Bard refuses to leave the melee space during spread AoEs... Especially if SE continues to ignore certain minor stat issues (like Spell Speed being needed on otherwise physical tanks for Flash/Unmend/etc.), that AA damage will be less than a percent of contribution, and scarcely a reason to stay close.

    Without reason to do so, it is less often optimal than not to be in melee range. To say then that you "can" be in melee range does not suddenly make a melee caster, let alone a spellsword.
    (2)

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