@ Sayori
They are repeating what they did in Stormblood, make multiple changes to every job then I guess we could look at Red Mage.


@ Sayori
They are repeating what they did in Stormblood, make multiple changes to every job then I guess we could look at Red Mage.

Preventing wipes in dungeons when the healer goes down.I know, nobody truly knows the value of it as it's utility that is inherently rdps negative but powerful in a specific niche scenario and its not the first death of a party. 2 people would need to drop at the same time for caster rez to be better than healer Rez and thats not good enough for me
Preventing wipes in 8 man content when both healers are down.
I see these happen quite often and would not call it "niche"
I get that the very top end is concerned about the impact the rez makes on the maximum dps you can eek out but would rather that you focus on other methods to fix that imbalance than take away a utility that the non savage raiding majority find very useful and helpful.
Problem is we get now locked out of PF as top tier play leaks into most people’s heads. Which then conflict.Preventing wipes in dungeons when the healer goes down.
Preventing wipes in 8 man content when both healers are down.
I see these happen quite often and would not call it "niche"
I get that the very top end is concerned about the impact the rez makes on the maximum dps you can eek out but would rather that you focus on other methods to fix that imbalance than take away a utility that the non savage raiding majority find very useful and helpful.
I’d imagine we are below ninjas in dps now![]()



Jobs shouldn't be balanced around dungeon/normal mode content though. Savage/Ultimate content is where balance (so including utility) really matters, and realistically speaking verraise just doesn't bring much to the table outside of prog. If you have to spam raise people in your savage run then you're most likely going to be wiping anyway. I'm all for keeping verraise and don't mind being penalized for it in the damage department, but the difference shouldn't be a whopping 1k+ rDPS. 200-300 at most.Preventing wipes in dungeons when the healer goes down.
Preventing wipes in 8 man content when both healers are down.
I see these happen quite often and would not call it "niche"
I get that the very top end is concerned about the impact the rez makes on the maximum dps you can eek out but would rather that you focus on other methods to fix that imbalance than take away a utility that the non savage raiding majority find very useful and helpful.

Preventing wipes in normal mode content is meaningless, in Savage mode, RDM can only save a run of a really good group during progression for at least the first 2 and maybe the 3rd depending on when someone dies. week 1 titan wasn't possible with a death and RDMs were switching to BLM because of it. your niche has alot of flaws that come from just looking at how the game performs in the content that jobs should be balanced for primarily. nobody needs a job that can save your normal mode runPreventing wipes in dungeons when the healer goes down.
Preventing wipes in 8 man content when both healers are down.
I see these happen quite often and would not call it "niche"
I get that the very top end is concerned about the impact the rez makes on the maximum dps you can eek out but would rather that you focus on other methods to fix that imbalance than take away a utility that the non savage raiding majority find very useful and helpful.
"This is what lights the darkness. A chance to make everyone happy!"
—Sora

Give my regards to your friend, I always nice to see be enthusiastic about the RDM job enough to defend it here. I frequent the balance if you ever have any questions or either just want to say hi ☺️
I havent touched RDM in Lv80 savage, only Lv70 Savage in SB.
Some people say get rid of it, or nerf it. And some want it.VERRAISE
IMO, I say, Why not both?
Give RDM a new "Stance". While under this effect, you are not able to remove the stance in combat. It raises RDM DPS up to reasonable levels. But locks out Verraise.
This way you can choose to not use it for casual content, where you feel its needed, or learning a savage fight. When its time to clear, you buff up, and lose verraise.
(Also possible alternatives, the buff loses its effect while under the effect of Swift Cast. Or the stance is a buff you have to maintain.)
All of the physical ranged DPS were given RNG procs due to having no cast bars, nor any positional requirements. (To try and add some difficulty)RNG
This has ranged from too frustrating like MCH in the past, to too easy like DNC.
For reasons I wont go into here, RDM was given RNG to add some difficulty/complexity. Having options to control that RNG is part of the RDM identity.
That control is also on the "barely notice you're doing it" side of things. So I dont suggest any changes that remove the control you do have. Nor should RNG be removed, due to it being part of RDMs "Keep the balance" theme. (Remove RNG, and balance is even easier than it is now.)
RDM has decent mobility, but tends to not have as much as SMN/BLM when it counts. (But loads more when it doesnt count)MOBILITY
BLM has on demand mobility, and SMN is like RDM, just happens to have mobility while doing their normal DPS rotation.
My suggestion, add an additional effect to Acceleration. Keep the mana adjusting side of longer casting spells. But for 2.5 cast spells, make them instant, and trigger the dual cast still.
(This way you're not using the instant cast side to try and do more dmg straight up, and only works on procs spells when they are procced.)
RDM shouldnt have burst in its melee combo. It should only be SLIGHTLY more DPS. (Otherwise its RNG element is acting against it too much, with lining up its CDs, as mentioned by OP.)MELEE COMBO/BURST
But to clarify, its melee/ranged hyrbid design is part of why RDM has an "easy" playstyle. By changing the difficulty from rotation complexity, to positional complexity.
But RDM isnt playing with this enough. It needs more mobility, like corps and displacement. And just like them, it also needs to require "aiming" (not click to teleport, or anything easy. Require judging the fields size, and if you should use them or not.)
FINAL THOUGHTS
Loved some of the suggestions here, but some of which im not sure how much they effect current RDM, since I dont play it.
I should mention that Verraise as RDMs utility actually means it should have MORE DPS, not less.
And as to why someone would want a raise/heal on a DPS.... (both are addressed in the following)
There are a few different styles of utility that are used solely for the sake of increasing DPS.
(1) Increase DPS that you never had.
(1.A) By buff
(1.B) By debuff
(2) Increase the DPS that you would have had, but lost.
And of course the DPS who has no utility outside of pure DPS. (Which can sort of act as utility, if depending on how the game is designed.)
So out of the 3 primary DPS types, the DPS should be;
HIGHEST DPS: No utility
MEDIUM DPS: Missing DPS utility
LOWEST DPS: Added DPS utility
RDM falls into medium, since it only raises DPS, if its DPS that should have already been there.
This is how you turn a raise/heal into an offense.
Similar to how a tank can turn self healing into a tanking style in some games (depending on design of course)
But this utility comes at too steep a cost, and is over estimated in quality. Its nearly on par with no utility, and even worse if its a direct DPS loss (on the GCD, uses resources, uses up a dual cast, etc)
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