Based on what I've seen from the Yoshida footage and the document put together for RDM, we currently have 23 RDM skills based on icons alone, 5 of which we don't know the effects (though 2 of those are almost certainly Not-Flare and Not-Holy). At 60, we have a total of 28 skills (18 baseline abilities, 10 quested abilities), so there's not much space to work with. Of course, we don't know exactly how many new skills we'll get for the lv61-70, so there is that.
Overall, we've seen 18 skills in action (one of which is lv66), 2 skills we sort of know, and the rest are still a mystery. I guess it's possible we're in the dark on at the least 10 skills.
Based on what is known, the least work-intensive way would be to nerf spells a bit and increase mana generated per cast (assuming that the enhanced sword skill combo is the "burst phase" as some have theorized). That should sort of even out casting vs melee uptime while keeping damage output the same, as you'd be hitting 80/80 more often but dealing less damage from spell-spam; the downside being that it would make RDM more bursty.Secondly, it's always possible that if the community makes enough noise and complains enough they'll change the design. Brd and Mch losing their cast times is proof of that. I certainly plan to advocate for more melee abilities if it's as limited as it appears on paper.
Anything beyond that would probably call for a redesign of how black/white mana work combined with how sword skills relate to spell use.
You're trying to twist what I'm saying into something unrelated.
Looking at things like enspells and buffs in general, you run into the issue of wasting turns. I could give you a RDM in a console FF that has enspells and Saber and Temper in addition to black magic nukes and white magic heals/buffs, but the problem is that to prop that RDM up for melee in turn-based combat, you're wasting three turns (assuming you don't have a second character that can at least cover one of those buffs) before you even begin to use attacks. To justify spending 3 turns just buffing up would require attacks or special skills dependent on those effects to deal a huge amount of damage. Looking at it another way, if you have the choice of wasting 3 turns to prop up melee or spend it casting something else, 9.5 times out of 10 you're going to choose casting something. Looking at it yet another way, why waste turns with a RDM when you could get direct damage via a fighter or a class with higher base damage?
Moving into MMOs (specifically decently-paced live combat), RDM doesn't have those mechanical limitations because now you can throw in procs, instant-cast buffs, combos and secondary effects (all of which are generally not part of turn-based systems). From a design perspective you don't need to keep the elements of the job segregated from each other like in the console FFs, which is why I argue that Enspells and Phalanx were a step in the right direction for the job; it demonstrates the link between the job's "trades", and that is further expanded on with the aforementioned mechanics.
My point was: that's all they were there for. FFV's Mystic Knight exists only to cast spells through swords. You can't compare that at all to a job that uses sword, white magic and black magic. Sure, if you chop off the white magic and limit spell use just whenever the sword swings then yes, you can remotely compare RDM to Mystic Knight.That's what "Casting Spells with Swords" does. I'm beginning to doubt your experience with Final Fantasy extends much past Final Fantasy XI. In their quintessential incarnation, Final Fantasy V, Mystic Knight's spells added magical damage to the physical attack calculation.
For the record, I've played most FF games with the exception of II, III, Crystal Chronicles, Tactics Advance, the XIII trilogy and XV. And I couldn't finish XII because I found the voice acting atrocious.
Again, console FFs design their jobs to generally be one-trick ponies. Generally speaking, Dualcast is a gimmick. Sure, it made some ridiculous combinations with other jobs, but without it there would be no point to leveling/mastering a RDM.It should be noted that the very same game is the one that debuts Red Mage's most defining trait - Dualcast, which has evolved into Chainspell over time.
Wanting to go to the logical progression of a sword & spell hybrid (combining the trades through interactions between them and mechanics to support said interactions) is not wanting to be a mystic knight.And those limitations are irrelevant to the actual premise of your argument, which is to say that Red Mage should be more like Mystic Knight.
That's...how criticism works. Criticism is formed based on critical spectrum (AKA what you've seen before), knowledge of the medium (including other examples that you'll compare the subject matter to), and a big dose of opinion.I challenge that. I'd say you praise them when you agree with them.
You seem to be bothered by the fact that I don't like what's been presented. Also, you don't need to feel insulted for the devs. They're grown men and women and can take their lumps like everyone else. I'm just one guy, after all, and they likely would never read this thread, much less take anything in it into account when making decisions.



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