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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    In content like PotD, where frontloaded burst excels, the job feels strong. The tremendous length of the Verstone/Verfire Ready procs allows for plenty of flexibility, enough to pop Acceleration even without any intention of using the proc for quite some time to come. I find myself regularly soloing stuff that perhaps a typical DPS ought not be able to. In terms of power, mobility, and fluidity, it feels strong.
    I can agree with this. Especially in terms of staying power, as I've been able to solo tank FATE mini-bosses reliably once I got Vercure.
    That said, even if I were completely fine with the general idea of the RDM, some small things bug me, and sadly it's the small intentional additions made. Manafication should not remove combos or Dualcast. Dualcast should not be removed on "any action other than casting" (AAs, sprint, most often).
    Luckily, this seems to be a tooltip error. Autos don't cancel Dualcast, and neither do anything that is listed as an Ability. Haven't tested Sprint (it didn't occur to me to do so). Anything listed as a Weapon Skill will cancel Dualcast, though. I haven't hit 60 yet (between being unable to log on plus how busy I've been, my RDM is only 57), so I can't say anything about Manafication.
    Despite its general power, even enjoying myself I can't help but wonder how much more I'd enjoy the job if it were more than a caster with a 5-second melee burn phase. The skills are redundant, preferring to advance complexity from RNG alone, alike to a much looser Machinist, than from any inherent effects in its elements or actions. There's no nuance, only a bit (one fifth a build) of lenience, in the burn phase. And, ofc, the burn phase is only that, far reduced from what one would imagine of a spell fencer. It is ornamental, not integral.
    Agreed. You have two sets of skills that are basically the same thing (Verthunder/Veraero and Verstone/Verfire, three if you count Verflare/Verholy). There's oGCDs and utility, and the 3 hit melee combo.

    I wasn't gonna share this until I finalized the design, but something I've been toying with was a system for 3 spells, and melee weapon skills changing how spells behave.

    The former would sort of simulate what we currently have. I call it The Rule of Three, where you'd have to juggle casting Verfire, Verblizzard (new spell), and Verthunder to generate Mana (unified as one bar instead of White and Black). The idea is that you'd still have to cycle through Verfire/blizzard/thunder when at range (like running away from a mob's telegraph, or the mob opening distance between you and itself), while being discouraged from using the same spell over and over. Now you'd say "but then you have 3 spells that do the same thing instead of 4", but that sort of ties to the latter system.

    The latter would be working spells into combos by having melee weapon skills alter the effects of spells. For example, Verfire would have a range of 20y when hardcast (2s cast time) and deal 180 potency in fire damage. But when used after a weapon skill, Verfire becomes a spell that casts instantly, has a 5y range and deals fire damage with a potency of 220. Verthunder would be a 20y range spell that deals 180 potency thunder damage when hardcast, but if used after a weapon skill becomes an instant-cast DoT with 24s duration.

    The catch between both systems is that spells comboed with melee generate low/little mana, but your DPS tanks if you're just casting spells from range. This ties into two other tentative abilities:

    Spellblade - Requires at least 30 Mana. Empowers your weaponskills, increasing their damage. Effect ends upon reuse, mana levels dipping below 25 Mana, or upon executing Redoublement. Cooldown: 2.5s.
    Chainspell - Requires at least 50 Mana. Removes the cast time of spells used. Duration: 1s per 10 Mana (maximum of 10s at 100 Mana).

    The idea there being that you're choosing how to spend your Mana depending on where you are. If you're at range and won'd be able to close the gap anytime soon due to mechanics or forced distance, you'll want to pool Mana for Chainspell. If you will be reliably in melee-range, you'll instead toggle Spellblade on to empower your melee combo. The idea still needs work, but that's what I got so far.

    All this being said, the system currently in place can work, but needs notable adjustments to make melee an integral part of gameplay.
    (0)
    Last edited by Duelle; 06-21-2017 at 05:40 PM.
    * 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)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    I can agree with this. Especially in terms of staying power, as I've been able to solo tank FATE mini-bosses reliably once I got Vercure.
    To me, the largest strength of Vercure is in its ability to trigger Dualcast like anything else. You can pre-pop it to have Swiftcast on demand before entering combat, or alternate it with your 5s casts for less DPS loss than one would normally assume.

    Quote Originally Posted by Duelle View Post
    Luckily, this seems to be a tooltip error. Autos don't cancel Dualcast, and neither do anything that is listed as an Ability. Haven't tested Sprint (it didn't occur to me to do so). Anything listed as a Weapon Skill will cancel Dualcast, though. I haven't hit 60 yet (between being unable to log on plus how busy I've been, my RDM is only 57), so I can't say anything about Manafication.
    Sprint absolutely does remove it. I always had to Sprint then Vercure to be prepped for running combat in PotD. I hadn't thought to try Manafication intentionally, as I'd prefer to weave it in the oGCD gap anyways. I believe someone on the other thread tested both Abilities and AAs though and found they did not, though, right?

    Quote Originally Posted by Duelle View Post
    I wasn't gonna share this until I finalized the design, but something I've been toying with was a system for 3 spells, and melee weapon skills changing how spells behave.

    The former would sort of simulate what we currently have. I call it The Rule of Three, where you'd have to juggle casting Verfire, Verblizzard (new spell), and Verthunder to generate Mana (unified as one bar instead of White and Black). The idea is that you'd still have to cycle through Verfire/blizzard/thunder when at range (like running away from a mob's telegraph, or the mob opening distance between you and itself), while being discouraged from using the same spell over and over. Now you'd say "but then you have 3 spells that do the same thing instead of 4", but that sort of ties to the latter system.

    The latter would be working spells into combos by having melee weapon skills alter the effects of spells. For example, Verfire would have a range of 20y when hardcast (2s cast time) and deal 180 potency in fire damage. But when used after a weapon skill, Verfire becomes a spell that casts instantly, has a 5y range and deals fire damage with a potency of 220. Verthunder would be a 20y range spell that deals 180 potency thunder damage when hardcast, but if used after a weapon skill becomes an instant-cast DoT with 24s duration.

    The catch between both systems is that spells comboed with melee generate low/little mana, but your DPS tanks if you're just casting spells from range. This ties into two other tentative abilities:

    Spellblade - Requires at least 30 Mana. Empowers your weaponskills, increasing their damage. Effect ends upon reuse, mana levels dipping below 25 Mana, or upon executing Redoublement. Cooldown: 2.5s.
    Chainspell - Requires at least 50 Mana. Removes the cast time of spells used. Duration: 1s per 10 Mana (maximum of 10s at 100 Mana).

    The idea there being that you're choosing how to spend your Mana depending on where you are. If you're at range and won'd be able to close the gap anytime soon due to mechanics or forced distance, you'll want to pool Mana for Chainspell. If you will be reliably in melee-range, you'll instead toggle Spellblade on to empower your melee combo. The idea still needs work, but that's what I got so far.

    All this being said, the system currently in place can work, but needs notable adjustments to make melee an integral part of gameplay.
    Hmm, I don't think I'm quite seeing your vision here, gameplay-wise. I understand the functionality, but can't readily picture the positive effect on gameplay.

    If I were to try to go really flesh out the white and black mana mechanic, myself, I'd like for it to have potentially granular effect and consumability, both, as one builds each, and reasons to focus particular balances and swings between White and Black Mana.

    That said, we'd be talking at least three new skills' worth of mechanics, along with attaching additional effects to each element used, in white and black variants, on the Spells themselves and/or its integration with other Abilities. It's a lot to get into, so I'll edit it in later if you're interested, but for now my big questions are simply:

    Is RDM even worth salvaging as a spell-fencer (e.g. worth making its loadout make sense and non-redundant)?

    And, would salvaging it prevent the creation of a real spell-fencer later?
    (0)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    To me, the largest strength of Vercure is in its ability to trigger Dualcast like anything else. You can pre-pop it to have Swiftcast on demand before entering combat, or alternate it with your 5s casts for less DPS loss than one would normally assume.
    Vercure->Veraero/Verthunder is exactly the same DPS loss as slowcasting Veraero/Verthunder.

    Vercure:2.5s + Instant Veraero/Verthunder:2.5s = 5.0s
    Slowcast Veraero/Verthunder: 5.0s

    In both cases, you're committing two GCDs to a single nuke, so let's please not encourage people to think that Vercure is an on-demand Swiftcast while combat is active.
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    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Hmm, I don't think I'm quite seeing your vision here, gameplay-wise. I understand the functionality, but can't readily picture the positive effect on gameplay.
    Yeah, the idea is very barebones at the moment.
    If I were to try to go really flesh out the white and black mana mechanic, myself, I'd like for it to have potentially granular effect and consumability, both, as one builds each, and reasons to focus particular balances and swings between White and Black Mana.
    So basically, shifting between black and white phases in gameplay instead of entirely focusing on keeping the numbers balanced?
    Is RDM even worth salvaging as a spell-fencer (e.g. worth making its loadout make sense and non-redundant)?
    I'd probably say not without an expansion looming and lots of people wanting the job to be a spell-fencer. The more likely thing would be to integrate melee more into the rotation while keeping the other systems largely intact.
    And, would salvaging it prevent the creation of a real spell-fencer later?
    Depends on where you'd take that. Assuming we were to go with RDM being a guy that swings his sword and casts spells in tandem, you could create a spell-fencer based on something like Ramsey's old suggestion for elemental brands. His version of RDM, from what I recall, had different melee attacks that were elementally aligned (Waterbrand, Firebrand, etc).
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    Last edited by Duelle; 07-02-2017 at 08:00 PM.
    * 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)

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