


To be fair, RDM would become a bench-warmer without even getting to set foot in EX/Savage content if it had been designed as a generalist.
The DPS label works, but the gameplay leaves much to be desired due to the sword seeing so little use and just how it was integrated in said gameplay. I'll say it until things change or I keel over dead, but you could remove Riposte => Zwerchhau => Redoublement from the job, replace the manaburn phase with a 3-step Ultima spell (Verflare => Verholy => Ultima?) and see next to no difference at all. And that says quite a few things about the design.
Turn-based combat does not treat hybrids the same way as live/MMO combat does. MMO combat has mechanics that work for hybrids that turn-based games like the console FFs cannot supply nor replicate. I can list examples, if you want.Seems to me you just wanted the class to be something its not. If you had any real experience with Red Mage in past final fantasies you'd know its mostly a caster class with melee as a type of little bonus (as it is in FFXIV). Hell, in some final fantasies they primarily used staffs rather than traditional melee weapons.
------------------------------------------------------------------
Staying on topic, spellspam is something I find very dull. You may be pressing buttons faster than a BLM or SMN, but you're still sitting in one spot spamming spells. A sword & spell hybrid feeling dull because the design forces you to not use the sword, nor does it allow you to be flashy by mixing both in combat. Who'd have thunk it, right?
Last edited by Duelle; 06-21-2017 at 10:57 AM.
* 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)

Don't think you're quiet getting. RDM has more or less always been primarily a spellcaster. You're argument is it should change simply because its an MMO. Thats terrible logic. You want it to be something other than Red Mage.To be fair, RDM would become a bench-warmer without even getting to set foot in EX/Savage content if it had been designed as a generalist.
The DPS label works, but the gameplay leaves much to be desired due to the sword seeing so little use and just how it was integrated in said gameplay. I'll say it until things change or I keel over dead, but you could remove Riposte => Zwerchhau => Redoublement from the job, replace the manaburn phase with a 3-step Ultima spell (Verflare => Verholy => Ultima?) and see next to no difference at all. And that says quite a few things about the design.
Turn-based combat does not treat hybrids the same way as live/MMO combat does. MMO combat has mechanics that work for hybrids that turn-based games like the console FFs cannot supply nor replicate. I can list examples, if you want.
------------------------------------------------------------------
Staying on topic, spellspam is something I find very dull. You may be pressing buttons faster than a BLM or SMN, but you're still sitting in one spot spamming spells. A sword & spell hybrid feeling dull because the design forces you to not use the sword, nor does it allow you to be flashy by mixing both in combat. Who'd have thunk it, right?
You didn't want Red Mage, you wanted a spell casting sword user. Guess what, we do have that in both DRK and PLD. Or are those also not magic enough for you?



And your argument is basically "RDM was used in a specific way in the console FFs, and I'm ignoring that turn-based combat requires different design from other game genres". SE already took the first step in the right direction when they gave RDM enspells in FFXI, so all I'm doing is following that idea to its logical conclusion, and using examples from other MMOs to help bring that to fruition. As I said, if you want I can give you a list of mechanics that work for a sword & spell hybrid, which in essence is what we call a Red Mage. Or are you going to tell me that a system where a RDM is comboing melee skills and white/black magic spells (which can be done in a couple of ways) does not play into the hybrid nature of the job?
That is what a Red Mage is... A class that uses spells and sword. If you wanted a ranged caster that does white and black magic, we do have the Sage job sitting in the wings. If you really want to redefine a job with the white vs black thing, you could even use the Oracle/Ying-yang Mage/Mystic job for that.you wanted a spell casting sword user.
Lots of things change when you move into an MMO. Our Summoner is not a black mage with sprite art instead of particle effects, but a job that has a pet and a resource system that allows it to call Bahamut (something the FFXI summoner could not do). Our ninja is not solely justified in its existence by dual wield and throwing consumable items, but by being up-close in combat with Mudras. Our Fighter/Warrior is not just a guy that auto-attacks/presses the Fight command a lot, but a tank with skills that change depending on their current stance. Our Scholar is a dedicated healer instead of the white/black magic hybrid it was in FFXI. Likewise our version of Geomancer will probably be a ranged nuker or healer, depending on which side of the elements SE chooses to go with. Our Templar might end up being another tank to join PLD, DRK and WAR instead of a debuff-oriented knight. "It played like this in the console FFs" is not an acceptable excuse, especially when it comes to classes that were held back by the limits of turn-based combat.
* 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)

Even in FFXI RDM's job wasnt to melee. You had your melee buffs, and that was it. You then sat there and melee attacked during the very rare occasions you werent constantly casting. Many RDM flat out didnt melee and would switch to staffs. If anything, RDM is more melee heavy in FFXIV than it was in FFXI.And your argument is basically "RDM was used in a specific way in the console FFs, and I'm ignoring that turn-based combat requires different design from other game genres". SE already took the first step in the right direction when they gave RDM enspells in FFXI, so all I'm doing is following that idea to its logical conclusion, and using examples from other MMOs to help bring that to fruition. As I said, if you want I can give you a list of mechanics that work for a sword & spell hybrid, which in essence is what we call a Red Mage. Or are you going to tell me that a system where a RDM is comboing melee skills and white/black magic spells (which can be done in a couple of ways) does not play into the hybrid nature of the job?
That is what a Red Mage is... A class that uses spells and sword. If you wanted a ranged caster that does white and black magic, we do have the Sage job sitting in the wings. If you really want to redefine a job with the white vs black thing, you could even use the Oracle/Ying-yang Mage/Mystic job for that.
Lots of things change when you move into an MMO. Our Summoner is not a black mage with sprite art instead of particle effects, but a job that has a pet and a resource system that allows it to call Bahamut (something the FFXI summoner could not do). Our ninja is not solely justified in its existence by dual wield and throwing consumable items, but by being up-close in combat with Mudras. Our Fighter/Warrior is not just a guy that auto-attacks/presses the Fight command a lot, but a tank with skills that change depending on their current stance. Our Scholar is a dedicated healer instead of the white/black magic hybrid it was in FFXI. Likewise our version of Geomancer will probably be a ranged nuker or healer, depending on which side of the elements SE chooses to go with. Our Templar might end up being another tank to join PLD, DRK and WAR instead of a debuff-oriented knight. "It played like this in the console FFs" is not an acceptable excuse, especially when it comes to classes that were held back by the limits of turn-based combat.
Once more, you wanted it to be something its never been.
Show me an iteration of RDM that primarily meleed and you'll have an argument, untill then you're just saying you wanted it to be something its not.
Last edited by Tila; 06-21-2017 at 09:14 PM.



Seems you forgot that the circumstances and design mistakes made in XI are part of what pigeonholed RDM into the refreshbot we know and hate.
There's a lot of ifs involved. If Refresh hadn't been exclusive to RDM, there would have been more reason to melee and cast spells. If gear swaps hadn't taken over the whole game, a RDM geared for melee could have taken part opening skillchains for the heavier melee like WAR, DRK and SAM without being expected to also babysit the whole party (bonus being that you'd have a melee that can not only open SCs, but also Magic Burst them). If Haste had been AoE or instant, that's one less spell to take away from melee uptime. If people didn't overhunt, RDM's combat-oriented facets wouldn't have been rendered worthless by level correction. If we had more readily-available healer jobs than WHM, RDM would have never been pushed into replacing them post-TAU.
As I said, Enspells was a step in the right direction. That, sadly, got throttled by overhunting and the terrible leveling system for skills.
I'm following an idea to its logical conclusion, since I understand that console RPG class design and MMO class design are two entirely different beasts, with the latter providing opportunities and direction for growth that the former cannot.Once more, you wanted it to be something its never been.
So I'll ask again, are you going to tell me that a system where a RDM is comboing melee skills and white/black magic spells does not play into the hybrid nature of the job?
* 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`ve said it before and I will say it again: The Job feels unfinished!
As it stands right now, the melee feels like just another cooldown you use every ~40 seconds. As Duelle has stated, you could replace it with a powerful spellcombo and would hardly feel any difference to RDM playstyle.
I`m very happy, that so many people feel RDM would need some changes. And there is a very easy solution for most problems:
Let us fill the mana gauge faster!
1. This would solve the overall boringness. Spending 6 - 8 GCDs casting then switch to melee. The experience between range casting and melee fighting is entirely different. Having to addapt to both and having to readily switch would really spice things up.
2. Integration of the sword. There you have it. You would actually use your sword instead of just ramming the crystal into the hilt.
And stop complaining that RDM isn`t melee. He should fucking put his sword away if he isn`t.

Where did this "Jack-of-all Trades, master of none" quote even come from? Is that officially said in ANY game or is that a role design the players of Final Fantasy forced on it?
Red Mage has absolutely never dealt high melee damage.
The entire Red Mage job was created in order to combine the two healer types, and have a mage that didn't become completely useless after running out of spells back when the games still had a casting limit. Red Mages never used melee until they ran out of casts.
Last edited by Cyrocco; 06-21-2017 at 01:32 PM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


