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  1. #1
    Player
    Zoberraz's Avatar
    Join Date
    Oct 2013
    Posts
    19
    Character
    Shune Nelhah
    World
    Behemoth
    Main Class
    White Mage Lv 80
    Mmm. I wouldn't say that I feel overly cheated. More that the irony kind of smacks me in the face.

    Seems like they thought that they had a winning chemistry with Red Mage. So, they went for more or the same; with the only true improvement being - as I alluded in my previous post - the addition of Scorch and the breadcrumb QoL we got with the traits.

    It's more that I felt Scatter+Scatter wasn't something that was broken, so, why fix it? The fix, so far as I'm concerned, lessens the Red Mage experience rather than enhance it. I get that the addition of Aero 2 and Thunder 2 means that there's a choice to make for the Red Mage's player to choose what mana color to raise... but did that really need to happen? If Holy Spamming is fine, why wasn't Scatter spamming fine?

    Though, more to the point, there's also extra shelf space being taken and I'm not fond of the contorsions required on the keyboard to simply cast the things (It was one thing to mash Ctrl+0 in Stormblood, but now I have to dance between Ctrl-2, Ctrl-3 and Ctrl-4 a whole lot and my left hand really resents going through those contorsions).

    Where single target is concerned, the Red Mage feels snappy, powerful and overall rewarding. But the AoE current setup?

    Not a fan.

    I'm not going to be flipping desks over it, nor to I expect it to change during Shadowbringers' patches, but my tiny hope is that if I make my voice heard, maybe it'll get streamlined by the next expansion. In the meantime, I'll be grateful to any tank that isn't inclined to double-pull since I won't feel like AoEing while playing Red Mage. Maybe I can find a positive spin to this by reviewing my keybinds in order to make the AoE experience less of a chore to execute ad nauseum.

    After all, I'm posting here because I want to like the Red Mage.
    (0)

  2. #2
    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 Zoberraz View Post
    It's more that I felt Scatter+Scatter wasn't something that was broken, so, why fix it? The fix, so far as I'm concerned, lessens the Red Mage experience rather than enhance it. I get that the addition of Aero 2 and Thunder 2 means that there's a choice to make for the Red Mage's player to choose what mana color to raise... but did that really need to happen?
    Scatter spam was one of the complaints players had about RDM, myself included because it was mind-numbingly boring. I am super happy with the AoE rotation we have now since it allows for things that weren't possible in the previous version. E.g. the split into a weak and strong AoE skill means it now interacts with Swiftcast in a much more meaningful way. The only things I wouldn't mind seeing added to it are an interaction with Acceleration somehow and an AoE finisher move that procs after some number of Enchanted Moulinet (5 would be my suggestion.)
    (2)

  3. #3
    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 Zoberraz View Post
    It's more that I felt Scatter+Scatter wasn't something that was broken, so, why fix it? The fix, so far as I'm concerned, lessens the Red Mage experience rather than enhance it. I get that the addition of Aero 2 and Thunder 2 means that there's a choice to make for the Red Mage's player to choose what mana color to raise... but did that really need to happen? If Holy Spamming is fine, why wasn't Scatter spamming fine?
    I agree with this. Though repetitive, Scatter spam was fine. Considering they went for actions replaced by other actions in the same hotbar slot depending on resources/effects, they could have gone with Scatter => Impact as you mentioned.

    Additionally, they've set the precedent of Tier II Verspells being AoE, which means if they follow that to its logical conclusion AoE gameplay will likely turn needlessly complicated once Verfire II and Verstone II enter the picture.
    Though, more to the point, there's also extra shelf space being taken and I'm not fond of the contorsions required on the keyboard to simply cast the things (It was one thing to mash Ctrl+0 in Stormblood, but now I have to dance between Ctrl-2, Ctrl-3 and Ctrl-4 a whole lot and my left hand really resents going through those contorsions).
    I opted to commit the cardinal sin of clicking with the mouse cursor on the AoE skills. I'm not bending my wrist in a weird direction just to cast AoE. What could have comfortably fit on CTRL-4 (CTRL-5 if I stretch) if it had been one button is now on the other side of the hotbars.
    Quote Originally Posted by Duskane View Post
    "RDM- Potency Increases. RDM Acceleration has 3 stacks, increased recast time."
    not sure acceleration needed to have that many stacks but ok
    I agree Acceleration at most needed 2 stacks (for those instances where you procced nothing but Acceleration is still on cooldown). If I were to hazard a guess, Acceleration will likely be bumped up to 60s or 90s cooldown per charge.
    (1)
    * 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)