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  1. #1
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    For a few comments on the RDM suggestions in the OP:
    • You note early in the list that the net potency of the melee combo and several single-target abilities is reduced, but "offers greater flexibility in exchange". I think a problem there is that RDMs already fall behind in the damage department, with such net nerfs making the gap significantly worse. In many of these cases the skill ceiling is raised for a RDM, and I expect the intent was for these balance changes to net out to be neutral at best with optimal play.
    • I can understand the Displacement change, removing the potency from the ability so that players do not feel a need to use it on cooldown upon completing a melee combo, especially since you can easily jump to your death on encounters with limited platform space. I might also suggest removing the potency from Corps-a-Corps as well, and shifting that damage into the melee combo, so that the ability remains optional for mobility, rather than a free hit. Also, Displacement's animation shows some form of attack... but having it unleash some type of CC on the target (say, cutting their hamstrings to slow them down) could be an effective way to salvage that.
    • RDMs absolutely need another way to restore some MP if only to make Mana Shift less daunting, especially since we're basically living with LD constantly on cooldown, and with TP going away next expansion, a shift to an MP cost will compound it... although 1% return on casting Impact would still return less MP than you spent casting Jolt. (Personally I'm a fan of us getting some kind of new ability next expansion, like a constant +2% MP/s or an Osmose-type spell we can spam in a pinch, but I would settle for just sapping large amounts of MP with our melee combo instead.)
    • I disagree with the suggestion to add AoE to Verholy/Verflare, and with the reduction of damage to Moulinet. One of our current issues is that our AoE is, to be perfectly frank, boring - a spam of two buttons - and such a change would not only defeat the purpose of Moulinet entirely (allowing the player to use it on the move is of limited effectiveness given its limited range in the first place, and its resources may be better saved for its alternative), but shunt a significant portion of our AoE behind 3 additional GCDs, with a net potency loss.
    • One thing to consider about Vercure's potency, is that Dualcast already effectively doubles our healing potency compared to other classes, though I'm admittedly not checking cost-effectiveness at the moment.
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    Last edited by Archwizard; 02-10-2019 at 01:16 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    You note early in the list that the net potency of the melee combo and several single-target abilities is reduced, but "offers greater flexibility in exchange". I think a problem there is that RDMs already fall behind in the damage department, with such net nerfs making the gap significantly worse. In many of these cases the skill ceiling is raised for a RDM, and I expect the intent was for these balance changes to net out to be neutral at best with optimal play.[/LIST]
    That shouldn't be the case. Let me check for typos real quick.

    Well, I spelled buffed as puffed, but besides that... no, melee combo damage has been increased, to make up for Flare damage itself being reduced now that it deals 50% damage as AoE (i.e. for as much as a AoE Verfire/Verstone, down from what would have been an AoE Veraero/Verthunder).

    The intent was also to put many of the optimizations that were previously solely compositional into the hands of the RDM instead. Thus, skill gap will be faintly higher in exchange for added compositional flexibility (needn't be solo caster, far stronger Embolden in general, etc.). The Verflare/Verholy AoE is the only outlier in this, as it does desire 2.5 GCDs (each melee being a half-GCD) of preemption to place an AoE properly. But, I felt RDM could do with the added pizzazz where able to optimize as much.

    Quote Originally Posted by Archwizard View Post
    I might also suggest removing the potency from Corps-a-Corps as well, and shifting that damage into the melee combo, so that the ability remains optional for mobility, rather than a free hit. Also, Displacement's animation shows some form of attack... but having it unleash some type of CC on the target (say, cutting their hamstrings to slow them down) could be an effective way to salvage that.
    I liked that it could be used for last ditch damage much more efficiently than could Displacement, so I didn't want to mess with it too much, especially given that with the changes it should only barely be up before melee combo anyways. I considered turning it into a melee-buffing skill instead of direct damage, but again, just, undecided on this one.

    Quote Originally Posted by Archwizard View Post
    RDMs absolutely need another way to restore some MP if only to make Mana Shift less daunting, especially since we're basically living with LD constantly on cooldown, and with TP going away next expansion, a shift to an MP cost will compound it... although 1% return on casting Impact would still return less MP than you spent casting Jolt. (Personally I'm a fan of us getting some kind of new ability next expansion, like a constant +2% MP/s or an Osmose-type spell we can spam in a pinch, but I would settle for just sapping large amounts of MP with our melee combo instead.)
    With the Impulse trait, each Dualcast would cause your next hard-cast Jolt II to gain n% mana. This seems like it ought to be enough without giving RDM the all-around painful option of spamming mana restoration for even more Verraises, which I'd wanted to deemphasize here. Between Impulse (now a trait which also restores MP) and the additional on-rez base 10% MP (far more significant to casters than healers), one should not be wanting for mana.

    Quote Originally Posted by Archwizard View Post
    I disagree with the suggestion to add AoE to Verholy/Verflare, and with the reduction of damage to Moulinet. One of our current issues is that our AoE is, to be perfectly frank, boring - a spam of two buttons - and such a change would not only defeat the purpose of Moulinet entirely (allowing the player to use it on the move is of limited effectiveness given its limited range in the first place, and its resources may be better saved for its alternative), but shunt a significant portion of our AoE behind 3 additional GCDs, with a net potency loss.
    Moulinet was buffed (60 potency to 100), not nerfed. Enchanted Moulinet was also buffed (now 25 gauge, down from 30), not nerfed. A single Verflare/Verholy's 270 AoE potency would cost as much gauge as 600 EM potency. The options have only increased, in the other direction, slightly.

    Quote Originally Posted by Archwizard View Post
    One thing to consider about Vercure's potency, is that Dualcast already effectively doubles our healing potency compared to other classes, though I'm admittedly not checking cost-effectiveness at the moment.
    Against burst if precasting the first heal, yes. Otherwise, such as in chain-casting, it's only now as good as the lowest possible heal of any real healer.
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    Last edited by Shurrikhan; 02-10-2019 at 08:41 AM.

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    One thing to consider about Vercure's potency, is that Dualcast already effectively doubles our healing potency compared to other classes, though I'm admittedly not checking cost-effectiveness at the moment.
    In what way? It costs two GCDs to get 700 potency. Dualcast doesn't give us free GCDs except in precasts as Shurrikhan points out.

    Cure-Cure is 900.
    Cure II is 700.
    Regen is 1050.
    Benefic-Benefic is 880-920
    Benefic II is 715-747
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    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Archwizard View Post
    RDMs absolutely need another way to restore some MP if only to make Mana Shift less daunting, especially since we're basically living with LD constantly on cooldown, and with TP going away next expansion, a shift to an MP cost will compound it... although 1% return on casting Impact would still return less MP than you spent casting Jolt. (Personally I'm a fan of us getting some kind of new ability next expansion, like a constant +2% MP/s or an Osmose-type spell we can spam in a pinch, but I would settle for just sapping large amounts of MP with our melee combo instead.)
    Well Mana Shift is underwhelming anyway, Refresh from BRD/MCH is far superior that in situations where you possibly have an organised party (e.g. Extreme/Savage through Party Finder), that the inflicted MP cost is just short change in the grand scheme of things. Lucid Dreaming would also constantly be on cooldown mostly for aggro management (as would Diversion), if you find it's purely for MP which you are regularly running low on then the question should be can the player know their job better. Not all situations warrant a Verraise if it can't be afforded, I think this is the mistake a lot of players make, someone dies and they instantly tap that Rez Icon each time, quickly they find themselves almost out of MP and Lucid on CD. Again this may not happen in organised groups, but for the casual player their general tone is they want better MP recover and less penalty for utility, but something needs weakness somewhere.
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