Page 7 of 11 FirstFirst ... 5 6 7 8 9 ... LastLast
Results 61 to 70 of 110
  1. #61
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by wereotter View Post
    So delete displacement, or turn it into a simple movement skill with no damage.

    I make no hiding that I think it was only an okay skill at best when it was implemented, but causes more trouble than it's worth too often. I've had it launch me off platforms that are too narrow to actually use it more than once, and in open world content, I've had it launch me into enemies in Eureka causing my death when they all get agroed onto me. The game's developers have failed to take this skill into account when designing arenas, and rather than address this, they gave us Engagement, and then made it have less potency. This means that Red Mages have been nerfed for fights where Displacement isn't a viable skill to use, and that's not okay by me.

    No other job I can think of gets a damage penalty because of the shape of the platform you're fighting on, so why should Red Mage? If you prefer to be at range, nothing is stopping you from using Displacement to go away if their damage is nearer equal.
    What fights are there where Displacement's not viable? It's easily usable in both EX trials, it's not even a question of "can I use it" in E1S, it's dependent on mechanics and the tank's position in E2S, there's only 1 or 2 spots in E3S where I wouldn't use it (just before any Temporary Current, since that's suicide), and from what I've done so far in E4 (and the videos I've seen) it looks okay there too except for 1 or 2 spots.
    (2)

  2. #62
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Leidiriv View Post
    What fights are there where Displacement's not viable? It's easily usable in both EX trials, it's not even a question of "can I use it" in E1S, it's dependent on mechanics and the tank's position in E2S, there's only 1 or 2 spots in E3S where I wouldn't use it (just before any Temporary Current, since that's suicide), and from what I've done so far in E4 (and the videos I've seen) it looks okay there too except for 1 or 2 spots.
    E3S isn't not viable when Leviathan splits out the center of the platform.

    Suzaku last expansion it wasn't viable since the coin platform you fight on was exactly 15 yalms wide.

    These are two fights I can think of off hand, also it does depend on how your rotation is lining up in the fight, but for me, I find that I'm using my melee combo during the panto puddles phase, so if I leap back then, it's the same problem, you either leap back into death or you leap off the platform.

    The fact that instances like this even exist, though, is exactly why I argue that the two skills shouldn't have a disparity of damage output. You don't see a skill on any other job that requires you use a different one for less damage when the platform isn't shaped favorably. The closest thing to this I can think of was that in ARR, Leviathan sill has a normal positional ring for his first phase despite the rear positional being inaccessible, and this is something they've changed in fights where you can't reliably hit positionals going forward, think E4S where big titan has an omni-positional hit ring.
    (0)

  3. #63
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by wereotter View Post
    E3S isn't not viable when Leviathan splits out the center of the platform.

    Suzaku last expansion it wasn't viable since the coin platform you fight on was exactly 15 yalms wide.

    These are two fights I can think of off hand, also it does depend on how your rotation is lining up in the fight, but for me, I find that I'm using my melee combo during the panto puddles phase, so if I leap back then, it's the same problem, you either leap back into death or you leap off the platform.

    The fact that instances like this even exist, though, is exactly why I argue that the two skills shouldn't have a disparity of damage output. You don't see a skill on any other job that requires you use a different one for less damage when the platform isn't shaped favorably. The closest thing to this I can think of was that in ARR, Leviathan sill has a normal positional ring for his first phase despite the rear positional being inaccessible, and this is something they've changed in fights where you can't reliably hit positionals going forward, think E4S where big titan has an omni-positional hit ring.
    Displacing on Leviathan when the platform is split is easy. Just stand on the inner edge and a bit back from Levi's hitbox. For Suzaku, once again just hug the inner ring and Displacement is perfectly safe. Hell, Corps-a-corps is more dangerous than Displacement in those fights.
    (4)

  4. #64
    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
    Quote Originally Posted by wereotter View Post
    So delete displacement, or turn it into a simple movement skill with no damage.
    And while I agree that making Displacement purely a movement skill would be more effective than what we have now, I should also point out they are more likely to delete Engagement (as a CD that is literally just damage only usable while in melee range, which could be added into other sources of melee damage -- in addition to being our weakest oGCD damage skill that exists purely to bandaid Displacement itself) than Displacement proper.

    I make no hiding that I think it was only an okay skill at best when it was implemented, but causes more trouble than it's worth too often. I've had it launch me off platforms that are too narrow to actually use it more than once, and in open world content, I've had it launch me into enemies in Eureka causing my death when they all get agroed onto me. The game's developers have failed to take this skill into account when designing arenas, and rather than address this, they gave us Engagement, and then made it have less potency. This means that Red Mages have been nerfed for fights where Displacement isn't a viable skill to use, and that's not okay by me.
    So you want to delete a skill (or at least turn it into dead weight) because you personally can't use it optimally?

    It's fair to say other players have similar issues to what you've experienced, but as Leidiriv has pointed out, every scenario where Displacement is "sure" to kill you has workarounds even without Engagement. If anything Engagement is more of a safety tool for when your tank is positioning things badly than when the encounter demands it.

    If you prefer to be at range, nothing is stopping you from using Displacement to go away if their damage is nearer equal.
    Except that again, you literally also suggested in the same post a means to increase our auto-attack damage so you would want to stay in melee as much as possible.
    (0)
    Last edited by Archwizard; 10-11-2019 at 06:48 AM.

  5. #65
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Leidiriv View Post
    Displacing on Leviathan when the platform is split is easy. Just stand on the inner edge and a bit back from Levi's hitbox. For Suzaku, once again just hug the inner ring and Displacement is perfectly safe. Hell, Corps-a-corps is more dangerous than Displacement in those fights.
    I lol'd when he said it was suicide. Its super comfy to do.
    (2)

  6. #66
    Player
    JohnnyDevo's Avatar
    Join Date
    Jun 2016
    Posts
    190
    Character
    J'majha Devo
    World
    Midgardsormr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zyneste View Post
    I lol'd when he said it was suicide. Its super comfy to do.
    I scared my raid group by saying "if I die, I die" the first time I did it, but I haven't ever actually fallen off the platform doing it.
    (1)

  7. #67
    Player
    Kozakuraa's Avatar
    Join Date
    Oct 2019
    Posts
    1
    Character
    Koza Mri
    World
    Tonberry
    Main Class
    Red Mage Lv 80
    Aside from DPS buffs, I kinda want to see more Flavour to RDM. Not things that matter, but things that tie the class down as being a part Black and White mage. I feel that the Mana system is not enough to justify and more can be done.

    My thought was adding small effects to the more powerful skill such as VerHoly, possibly adding a minuscule 5% healing buff to nearby allies when upon landing the skill, like a white mage. And to Verflare, adding a minuscule 5% reduce damage taken. Not things that matter in 99% scenario, but adds flair to the class.

    also, consider adding white mana generation to like Vercure, so that DPS loss would ever so slightly less painful when you have to cast it.

    Although, I do wish to see Vercure be an oGCD AoE regen, which gives white mana(5). by doing so, they could add a black mage counterpart where it gives the party damage reduction while generating black mana(5). Playing into the fact RDM being a more supportive DPS.

    well, adding mana to both skills could just result in RDM just pressing them off CD for DPS, so removing them is understandable as well. I don't wanna see it being used in that manner as well.

    all in all, I just wanna see more class identify to RDM
    (0)

  8. #68
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Archwizard View Post
    Except that again, you literally also suggested in the same post a means to increase our auto-attack damage so you would want to stay in melee as much as possible.
    My suggestion was that red mage auto attacks should be increased only for the duration of time that you're in melee range for your rotation, the duration of the buff might have been too long, but the idea was that it triggered upon use of corps-a-corps and was temporary. So again, if you want to stay at range, even with what I suggested, you're not losing out. Or just don't take that suggestion. What I listed is not an all or nothing type of list of what I'd like to see.
    (0)

  9. #69
    Player

    Join Date
    Apr 2017
    Posts
    7
    This might not be the biggest improvement of all, but I would love to see DoTs in their kit! I feel like RDM is really missing them (the other casters have DoTs so why not?), and that would add some more reliable damage on top of everything else to help the class perform better.
    As to how they would do it, maybe change VerThunder and VerAero to DoTs (that produce one respective mana per tick, maybe?) and give us VerBlizzard and VerAqua to replace the two aforementionned spells.
    (0)

  10. #70
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by GalloViking View Post
    This might not be the biggest improvement of all, but I would love to see DoTs in their kit! I feel like RDM is really missing them (the other casters have DoTs so why not?), and that would add some more reliable damage on top of everything else to help the class perform better.
    As to how they would do it, maybe change VerThunder and VerAero to DoTs (that produce one respective mana per tick, maybe?) and give us VerBlizzard and VerAqua to replace the two aforementionned spells.
    No thank you. A large part of the reason I enjoy playing RDM is that it doesn't have any DoTs to keep track of.
    (1)

Page 7 of 11 FirstFirst ... 5 6 7 8 9 ... LastLast