A boring class in stormblood? You have to be crazy!
/irony off
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.
As far as the rotation being boring is concerned, I actually find it more fun than than my other DPS: Monk. As well as the other DPS I've tried here and there in PotD. Other DPS tend to be about buff management and/or positionals, which I simply dont find fun, I find it tedious. Not saying RDM isn't simple, it is. But its, imo, a fun thing to play.
I mained tank since ARR, now I'm maining RDM, and I can definitely, without a doubt, say that RDM is more complicated than playing any of the tanks.
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.
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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)
I won't speak for others, but for me personally, it's precisely the play style which I find to be sorely lacking. There's no depth, there's nothing you need to really keep in mind. Hell, it plays almost exactly like a WHM or AST did back in 3.X, as far as personal feel goes. The mana management game is surprisingly bare bones.
If we were to compare, I'd say Sam got all the fun stuff. Resource management, choosing when to hoard up Kenki, when to unleash it all at once, hell, even choosing between Iaijutsu is a crap ton of fun with amazing, incredible depth. It's like all their good ideas went into SAM, and everything else went into RDM.
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.
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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?
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.
Honestly truly red mage has a faster casting and more stronger than black mage to me.....to me red mage is cool in my book
I absolutely love Red Mage. It will most likely be my main DPS job. My two critiques are that it doesn't have a DOT and the damage on Scatter seems too low.
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