Note: Knight is the Japanese name for Paladin here... Were the two actually separate before, that just goes to show that merges are common when moving from single-player characteristics to creating a fulfilling MMO class.
They don't, though. They don't even supplement their capabilities, really, let alone have any meaningful interaction with them. There's nothing the sword does at present that a tiny increase to cast potencies and a Tri-cast on a 60-90s CD wouldn't cover, in the rare case that Dual and Swiftcast wouldn't cut it (really need that third cast on the run). It's like the Oath Gauge on PLD if you had no real control over what to do with it other than to not **** up, and the spender, rather than Shelltron, were just marginal bonus damage for which the rest of your toolkit had been nerfed in balance.
[QUOTE=Tiops;4224286]I know, but that's why I think people's complaint about RDM doesn't make a lot of sense. They're asking for a mix of Mystick Knights and Red Mages, and neither of them would fit the description people are asking for (a 50% fighter 50% mage).
Again, though, it will rarely make sense to design a class for a progressive game that ends near or at level cap (where flexible, varied growth and priorities end and structured challenges meant to be solved in relatively exact ways or under stressed priorities begin) in the same way as a game that essentially begins at level cap. Our classes here are inherently a different beast than in single-player. One should not be outgrowing their loadout or central identity, as it should be tailored with the end in mind. Everything should be intentional. So when you slap a sword onto a caster, you expect it to have real synergy, not just to append a rotational requirement.
I agree about there needing to be a faster build up. As of now it's fun but feels a little like black mage light in the build up moments.
Point 1: Ok, my mistake there. But even so, the class is still basically the same thing: a tank with Shield and Cover system. I'm not saying that the jobs should be the exact same as the singleplayer games. Just that the idea of what the Job does is expected to be the same.
Point 2: You use your sword buffed with magical powers to do extra damage to the enemies. Simple as that. And of course if you increased the magic potency of the magic, you wouldn't need the sword lol. The same thing can be said that if we increase the potency of the physical skills you wouldn't need the Magic.
Point 3: Again, I'm not saying that they should be exact as the singleplayer games. I'm just saying that Red Mages always have been casters with the capacity of doing some damage with swords. And that's EXACTLY what RDM does in FFXIV. They gave the Job a Sword, and you use it for some cool skills.
Lets just go back to FFXI where you're a debuff bot who auto attacks. Sometimes.
About the faster black/white mana build did you hit 70? or at least 68? Did you see how much Verflare and Verholy gives you to your mana gauge? Because i'm reading lot of complaints and random stuff about rdm from ppl with red mages lvl 50-55. I switch to this class and im close to 70 and I found it fun to play and balanced on dmg/mobility and usefullness so where is the problem? Most of the ppl complaints are about a new class they played for 1h? WTF!?
My complaint is that it's too brainless to play. It's quite literally one of the lowest skill floor jobs that even a midget would have difficulty to dodge: Barebones mechanics, bare bones rotations, bare bones play style. All the thought went into flash, leaving RDM as the single least substantial job to play, while simultaneously making it even more simple than 2.X PLD. How do you even do that!?
I'm starting think a lot of people have a fantasy in their head of what rdm is that isn't true to FF games. In what FF game has rdm not been weighted toward casting? Hell they gave the class double cast in other FF games, not double slash. They even made another class early on, the sorcerer, that focuses more on melee than spells. Every FF game from 1 to 11 to 14 has balanced rdm more as a mage with some melee here and there. If you're disappointed in the rdm build you only have yourself to blame for creating a false image of rdm.
I can't honestly believe you're still on this. I answered you weeks ago about how none of things you claim are limitations actually are and you just ignored it and keep spouting this.
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