I never said RDM was melee-centric. What I did say is that RDM is a combination of sword and spell, and representing that combination is very important. The console FFs kept the three aspects of the job segregated from each other (largely because of turn-based combat), but a modern MMO doesn't have that limit. There's several mechanics that could be used to help represent that combination of trades that the were not possible in the turn-based games.
And I challenge you to name one that could not fit just as well (if not better) in the hands of one of those melee-oriented Mage-Knight hybrid jobs I mentioned.
The combination of sword and magic is something that has
potential, maybe, but either way it lacks the precedence that your signature implies with statements like "It's
supposed to be this instead."
Supposed to according to... your headcanon?
How is one player's headcanon any more valid than another player's, much less
a dev's?
Funnily enough, FFXI was the game that tried having RDM combine their trades with Enspells (which allowed auto-attacks to deal additional elemental damage) and Phalanx (which reduced damage taken and stacked with Protect). This was a step in the right direction towards (IMO) the natural evolution of a hybrid like RDM.
Despite the fact that RDM in FFXI was boned by several factors, that one step taken with Enspells and Phalanx is very significant and something that should be built upon.
And personally I'm not against RDM gaining similar skills here -- in fact I've suggested as much many times. However, to nebulously state that 11's ideas "should be built upon" without any mention of how to do so in a way that would have separated it from its contemporary Rune Fencer comes out as a lofty demand with no thought towards practical application. Hell, you've said nothing about why such expansion would be incompatible with the base we already have in 14!
I could just as much argue that such skills could easily be considered as the results of combining White and Black Magic! Black Magic has largely become more selfish and personal damage-oriented over the years (often to make way for Time or Green Magic as a group-buffing tree) while White Magic has always been largely a supportive role (here represented as almost entirely raw healing power with little other utility). Red Mages, being not limited to the damage-aversion of White Mages or utility-aversion of Black Mages, could easily combine the abilities of the two to create elemental damage buffs for the party, or barriers that instantly counterattack, or curses that heal attackers.
That, however, comes from under the purview of its role as a spellcaster.
(Besides, I'm fairly certain that Embolden was the devs' attempt to provide an En-spell in the absence of an elemental wheel, particularly when it was released in an era where all melee jobs provided vulnerability debuffs to physical damage types but only SMN had a magic damage buff.)
Dualcast as a RDM job command was pretty much exclusive to FF5 before the offshoots, and the only reason that job command exists was because Sakaguchi & Co needed a gimmick to get players to level and master RDM (considering Dualcast + Black Magic or Summons was a popular setup, it was a strong gimmick but one that RDM benefited the least from).
Why should that matter? It's become enough of a staple for the job identity since that we use it here. Given the complete dearth of entries featuring the RDM between V and XI because of the inability to min-max
exactly your hybrid fantasy, that's the most iconic ability to debut with the job. Without it, you would never have wanted a RDM versus a pure healer or pure damage-caster.
oversused "mage" argument
Was wondering where that would rear its ugly head.
Dismissively saying it's "oversused" [sic] doesn't
actually invalidate the point being made. Or perhaps it never dawned that maybe the reason it's overused in your eyes is because this is the general consensus towards your argument, which you've otherwise made no effort to dismantle beyond thinly-veiled sass?
The point I was trying to make is that SE has provided several different job archetypes over the years, and while many of them have some degree of overlap or are straight-upgrades to one another, they've been surprisingly clear about the distinction between "Mage who uses both White and Black spells (but lower ranked, with other stats to compensate, including in melee areas)" versus "Knight who employs Combat Magic", particularly when the latter can just as well describe the NIN or SAM we have now.