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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Wayfinder3 View Post
    in 11
    RDM could be a tank in niche scenarios
    RDM could substitute a Healer very effectively
    RDM had potent buffs and debuffs that worked raid wide (refresh being the claim to infamy)
    The dynamics in XI were very different, though. And seeing how RDM was pigeonholed into healing and buffing, I don't see those things as anything to celebrate. I say that as someone who until about 2 weeks ago was playing FFXI. Where despite the recent buff to Composure that tripled (!) enspell damage, we're still getting shoehorned into healing because there's not enough WHMs around and old habits die hard (the fact RDM is several tiers behind everyone else in terms of melee gear doesn't help).

    Also, RDM tanking pretty much died when they nerfed enmity coefficients on enfeebles. Best you can hope for now is get a +enmity set and sub PLD for Flash.
    this versatility you speak of doesn't exist because versatility in the holy trinity doesn't work and thats what kills RDM. it could only be a Tank/Healer/or DPS and the same is true of a job like Blue Mage.
    The trinity is not why BLU was turned into a side activity. That job came as it did because the "learn spells from mobs" thing was more important to the devs than anything else. BLU was never a tank, and healing was limited to White Wind or something akin to it. What made it stand out is that its spells were monster skills and some were unique as they had no equivalent with the other mages (in FFVI Strago was the only mage that could deal wind and water damage, for example). BLU could have easily been implemented as a DPS caster akin to Strago, while giving it a balanced kit of spells and do the "learn spells from mobs" thing. You wouldn't be able to learn every mob skill under the sun, but that's never been a detriment to BLU's existence.
    RDM feels like it would also be a Limited Job because it's white magic utility is literally 1 cure, raise being on SMN means thats not even healer exclusive utility. RDM shouldn't be a limited job but it honestly feels like the job would've been more faithful as one
    As I want the idea of limited jobs to vanish and never return, I'm going to disagree here. Designing things for a trinity MMO may require some concessions. Hence why RDM being a DPS with utility is fine with me; the gameplay being spell spam 80% of the time is my main problem with it.
    (1)
    Last edited by Duelle; 09-19-2019 at 08:51 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)