So, I guess with the media tour long concluded and Shadowbringers a mere week away, some parting thoughts for this thread:
I guess a lot of us initially expected more from the changes, owing to the hype of it being the job's first expansion since introduction. Ultimately though, I think most of us can be satisfied that the devs took the opportunity to examine the job, see what works, and attempt to iron out the kinks before adding more to it. While we may disagree with the "how" in some particular cases, and feel disappointed at the lack of growth within the kit, this does mean the devs see the RDM experiment as at least an initial success.
Of course, if you examine the history of other jobs added in expansions, this doesn't preclude us from getting shiny new toys later on. So with that in mind, some hopes for future expansions:
- We have a glaring gap within our kit for an "Oh Sh!t" button. With SMNs now getting a barrier from their Titan-Egis, RDMs are the odd man out amongst caster roles in terms of survivability, particularly with our kit uniquely demanding closed-quarters for short periods. While we do have Vercure, it does cost us both time and resources to cast. While I don't wish for us to get a clone of Manaward or Earthen Armor (as at that point you may as well eliminate Titan-Egi and make Manaward a role action), I do hope we'll have this gap filled with a unique tool befitting RDM's lore and particular style of combat. Likewise, I don't think we should monopolize the field of self-healing and sustainability outside of a raid environment; self-sustainability should be more punishing for a DPS than a core healer (so that each retains their specialities and core efficiencies), but not impossible for someone like a BLM or improbable for a SMN.
- Given the simplicity of the base rotation -- and particularly with it being expected to remain unchanged from the four years since RDM's introduction -- I would not personally be opposed to "shaking it up" in an iterative fashion. With us fast-approaching level 80 content (and potentially 90 by the time this post becomes relevant), I believe there is room for the job to expand into a "easy to pick up, difficult to master" niche. In short: I hope the job becomes harder in future expansions, but in small ways that don't demand too much more from veterans right out of the gate, simply requiring a little more focus. We're the only caster job that has no real responsibilities or obligations within our rotation -- no DoTs, no phases or trances, no AI to micromanage, just building a resource that doesn't diminish and popping it when the bar fills -- and while I don't believe we need to be dumped with two mana-spending DoTs, an Enochian clone and a regular instant proc overnight, I encourage the devs not to be afraid to let the job grow beyond its simple beginnings, since there is still lots of room to create a skill gap within RDM long before we end up as stressful as other jobs. The usual trend of "one or two new additions to the core rotation per expansion" is a good balance.
- I implore the devs to reconsider the purpose of Corps-a-corps and Displacement. The addition of Engagement implies that they are oGCD DPS tools first and mobility tools second, but if our mobility is supposed be what sets us apart from other casters, then we need to be able to hold our mobility tools for use as-needed, rather than spend them at every opportunity for damage and not have them when we need to... move.
- I also think more time should be taken to explore the value of RDM's utility, particularly with regards to its trade-offs for damage. It can be frustrating and disheartening for players to be turned away from raid progression because their job's primary utility (Raising) is a safety net that nobody needs anymore, and their damage can't quite catch up. Now, if RDM had a similar potential to SMN provided players could bridge the skill gap within the job, that would be a different story since it would mean RDMs could still have great value in late stages of progression with practiced hands, but as of now our maximum potential is easy to reach and being held back by our volume of Raises. On a similar note, BLMs are inversely more frequent in the later stages of progression, but only because they could bridge a skill gap. While I don't mean to imply that the playing field between the jobs should be completely flattened, I hope that a more favorable balance can be found between them.
- While I am glad the change to Lucid Dreaming gives us more control of our MP, it's also somewhat disheartening, since it means that RDM's own method of recovering MP is now tied to the same manner as several other jobs via a generic role action, rather than each having their own recovery methods a la BLM and its UI phase. While we're in a functional position right now and it is by no means any priority, I hope this can be reconsidered for the sake of each job's identity in the future.
- Mostly for aesthetic and lore, but please tell me why we have yet to expand into the fields of ice and water magic? It's quite telling that we have two iterations of Thunder and Aero and none of Blizzard yet.