I think this is so important! Melee combat is expanded upon in XIV to create all these other melee-capable jobs that ordinarily would be boiled down to the classic "menu of four options", of which only one would be direct attacking. RDM's melee combat should be expanded as well, in proportion to its original capability.
Also, consider why a lot of people focused on RDM's magic in single player games, instead of its melee ability. It's the same reason people sometimes complain about WHM being "the pure healer" in XIV - you only need so much magical support. If you can get all of your magical needs in RDM, it efficiently replaces other mages in one slot, so you can go all out on your physical attackers elsewhere. I know this is a hyper-generalisation and that there are many exceptions, but I think it's a significant contributing factor to RDM's pattern of use.
As for RDM itself, the job has always been defined by two aspects: a blend of offensive (traditionally black) and supportive (traditionally white) magic, and being tougher (via medium armour) and physically more capable (via the sword) than your traditional mage. The idea of "fast cast", "double cast" etc is a more recent but nonetheless iconic feature as well. You just have to look at all the artistic depictions to know it's not "just a mage".
I'd argue that the mix of magics is not fully represented. In the context of RDM, "White Magic" has consistently referred to the support magic, not XIV's geomancy-style interpretation of nature magic. Aero has sometimes been White Magic in FF history, certainly, but again - this is not what "White Magic" in the RDM context refers to. No-one in good faith can claim that RDM has ever had access to only the offensive White Magic spells. It's explicitly support that this refers to, and XIV RDM's support options are extremely limited (though, admittedly, functional in what they are intended to do).
Is the "tougher and more physically capable" aspect represented? Again I'd argue no. How much time is XIV RDM's sword an actual sword? How often is it reasonably accessible, by design? Is auto-attacking an intended part of the job? It's quite clearly a tacked-on feature to tick a box, and not a major design, aesthetic or mechanical feature. And, as far as I know (please correct me if I'm wrong), RDM is no more resilient or tough than BLM or SMN. Being a martial job is the only thing that separates RDM from other magical hybrids like the Sage - without the sword, and all it represents, you don't have RDM. You have one of those other hybrids.
I do really like the dualcast though. If it synergised with the martial aspect better I'd like it more, but this bit I do feel has been done nicely. That box is ticked for me.
Of course, XIV is an MMO - a very role-restrictive one, at that - and so naturally questions should be raised. Should a DD in XIV have lots of support magic, expanded beyond the bare minimum? Should it be able to blend the roles and not be so utterly imprisoned by its designation as a "ranged caster"? Should it be able to cast spells and not have a traditional "mage weapon"? Should a job with "mage" in the name be allowed to be on the front lines?
If having a support-heavy DD or a close-combat hybrid caster is something that people think isn't feasible, isn't appropriate, or just wouldn't work in XIV, do not add RDM. Don't try to crush it into a box that it just doesn't fit in. Just do Sage instead. Unless, of course, you're trying to cash in on a popular image. Then rip off a few limbs, glue on a feathered chapeau, and implement it a bit like this. Ka-ching!


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