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  1. #11
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I'd like charges on Displacement / Corps à Corps, 2 would be enough I think. Currently, holding them when dealing with a mechanic while spending mana with Reprise to avoid overcap can lead to weird alignment until the next Manafication.

    I agree that the mana gain from the AoE rotation is slow, they could buff it a bit yeah. But I still think RDM's AoE is a wasted opportunity to have better spells or a more fleshed out rotation. Scatter into Moulinet could have had a few tweaks (like refreshing Contre de Sixte or a proper AoE finisher) and be efficient.
    Now the 2 target scenario is more interesting with Alexander around the corner. I'm not sure having a cleave effect on VerHoly/Flare and Scorch would be enough though. Maybe buff AoE VerThunder/Aero so that they are worth using on a two target setting?

    Maybe an "unpopular opinion" but I feel the whole "Enhanced Manafication" and "Reprise" overcap is a poor idea to try to make RDM more engaging. I don't think it's really intuitive nor satisfying in the 120s rotation, I'm not a big fan of Manafication (and Embolden) giving a magic damage buff and still leaving out our physical attacks.
    I'm still sad to have lost Impact management (when it could have been incorporated with charges, Scorch or anything really) in the rotation.
    (1)

  2. #12
    Player
    Jolteown's Avatar
    Join Date
    Mar 2016
    Posts
    8
    Character
    Velox Vulpes
    World
    Cerberus
    Main Class
    Pictomancer Lv 100
    Changes I'd like to see in 5.2:

    1. Embolden affects all damage. Phys only buffs hinder comp flexibility, which is at odds with so many of the changes made this expansion to mitigate this issue. This is particularly problematic when running 2 casters, but can also be an issue with a Ninja and/or Dark Knight. Compensate this change by nerfing Embolden's damage% buff if needed - but the decaying effect should stay imo.

    2. Please provide charges to Corps-a-Corps, Displacement and Engagement. This is one of the best improvements that PvP RDM has and it would be really nice to see it for PvE content too. Reasons for this: while they are primarily damage oGCDs, they do provide additional utility as mobility tools. It would be nice to enjoy the inherent flexibility that Melee DPS' movement tools have had this expansion, especially because Displacement can't be double weaved. Additionally, I believe this change would also play nicer with Manafication's CD reset to these skills.

    3. If we are to see more fights like Alexander Ultimate, there need to be improvements to the 2-target rotation (Jolt -> Impact spam). It is fundamentally weak and dull compared to the other casters. I believe the issues with this are as follows:

    a) The dualcast pairs consist entirely of "mana neutral" spells, as it is not potency correct to use black or white magic. A fundamental cornerstone of Red Mage's gameplay is to maintain the balance gauge while building black and white mana separately. This component is completely removed when dealing with 2-targets. Possible solutions: Buff Verthunder II/Veraero II to be a DPS gain on 2 targets, or alternatively make Impact the 2s spell and Verthunder II/Veraero II the 5s spells.

    b) Mana generation is very slow, leading to less uses of the melee combo. This makes the gameplay loop feel slower and changes the flow of the job in a negative manner. Suggested solution: Improve the mana gain of Impact to 5 black and white mana (10 overall), as opposed to the current gain of 3 black and white mana (6 overall).

    c) This is more of a general issue with the AoE rotation, but it is disappointing that Acceleration - and the proc system in general - barely interact with our AoE at all. It would be nice to see this addressed in some manner.

    As an aside, I do think it would also be nice to see Verholy, Verflare and Scorch have AoE splash damage, and also have them interact with our AoE rotation in some way - perhaps as a trait upgrade where you can use the finishers after several uses of Moulinet, or by changing Moulinet into an AoE melee combo? I think this would also make dealing damage on 2-targets more rewarding, but perhaps this is something that could wait for a more major update.
    (4)
    Last edited by Jolteown; 12-21-2019 at 11:54 AM.

  3. #13
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    Embolden needs adjustments because at the moment it's borderline useless, depending on party jobs. I would also like to see Moulinet animation glitch fixed (rapier floats for first one second of animation).
    Beside that RDM is in a very safe spot gameplay wise so anything other than potency changes can potentially ruin it.
    And personally i would change AoE so it's the same as single target, not reverted (Impact to Aero II and Thunder II).
    (0)

  4. #14
    Player
    Nemekh's Avatar
    Join Date
    Mar 2017
    Posts
    308
    Character
    Nemekh Kinryuu
    World
    Odin
    Main Class
    Summoner Lv 90
    It's always very strange to me to see people call embolden various kinds of bad when in the current era of party buffs it's one of the stronger buff functions out there especially in a comp where the other 3 dps are physical. It is far from borderline useless. But it could be one of the things they do adjust. I don't personally expect that, more the vein of direct potency adjustments especially with cleave/aoe in mind.
    (2)

  5. #15
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Nemekh View Post
    It's always very strange to me to see people call embolden various kinds of bad when in the current era of party buffs it's one of the stronger buff functions out there especially in a comp where the other 3 dps are physical. It is far from borderline useless. But it could be one of the things they do adjust. I don't personally expect that, more the vein of direct potency adjustments especially with cleave/aoe in mind.
    It's very strong with a triple physical party yes, I think the problem lies more in how it is negating a double caster setting (arguably healers too, and how it weirdly does not buff some of the RDM's own abilities). Just like Brotherhood I think?
    But it's kind of a "gimmick" from the RDM, I don't really expect them to change it too.

    My safest bet is potency tweaks (or mana gain thus potency) on AoE stuff and Ver-Spells, perhaps a cleave on VerHoly/Flare and Scorch...
    (1)

  6. #16
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Mansion View Post
    It's very strong with a triple physical party yes, I think the problem lies more in how it is negating a double caster setting (arguably healers too, and how it weirdly does not buff some of the RDM's own abilities). Just like Brotherhood I think?
    Brohood is physical only, but it does affect all of a Monk's damage. Brohood also only generates chakras from weaponskills so it's even more dependent on the party composition than Embolden is, but that's getting off-topic.

    Embolden boosting all damage would be a nice little buff. Also some minor potency boosts. I'm gonna guess they go the safe route and just boost stuff that won't potentially mess with the rotation, so either tiny buffs on a bunch of skills or medium buffs on the oGCDs or Verholyflare or the melee combo.
    (1)
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  7. #17
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Mansion View Post
    It's very strong with a triple physical party yes, I think the problem lies more in how it is negating a double caster setting (arguably healers too, and how it weirdly does not buff some of the RDM's own abilities). Just like Brotherhood I think?
    But it's kind of a "gimmick" from the RDM, I don't really expect them to change it too.
    I was thinking about this and I think it would be neat if they just added something to embolden that would change based on party comp. Keep the physical buff but then add onto it something like "for every magical spell cast by a person with the embolden buff the rdm gains a stacking crit buff" or like reduce the cooldown on manafication or something along those lines. That way it keeps some level of uniqueness and doesn't just become another buff all damage skill.
    (0)

  8. #18
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Yorumi View Post
    I was thinking about this and I think it would be neat if they just added something to embolden that would change based on party comp. Keep the physical buff but then add onto it something like "for every magical spell cast by a person with the embolden buff the rdm gains a stacking crit buff" or like reduce the cooldown on manafication or something along those lines. That way it keeps some level of uniqueness and doesn't just become another buff all damage skill.
    They could simply make all RDM damage magic based, so that the burst window of Manafication would include movement tools (which are always available) and Flèche + Contre de Sixte. That would be a nice (although slight) overall potency buff. Maybe there's some napkin math to do to see whether holding those to fit in each manafication is worth holding or not. But still, seeing our own abilities not buffed by our own buffs still feels odd to me. from what I see of Powercow (lol that name )'s reply, at least Brotherhood has deeper interaction with Monk's kit.
    (0)

  9. #19
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I think Mulinet should be 50 mana with it leading to a big AoE spell. VerUltima? Or Scortch 2? Will still need to do less damage on Single Target tho so you still wanted to do that combo.
    (2)

  10. #20
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    As others have said, Embolden might be getting some sort of change. Since I've seen opinions asking for it to remain "unique" and to just make it increase all damage dealt, I'd suggest it buffing an offensive attribute; if we had a better understanding of how attributes scale I'd probably suggest something like have it buff Determination by 25% with a 5% drop off every 4 seconds, if only because its a stat healers sort of benefit from (since it increases healing received, in addition to the boost to damage dealt from it).

    Since some are complaining about AoE (why?), I'll drop in a suggestion I made for Moulinet in another thread:
    Traits

    Enhanced Moulinet - Moulinet grants Sudden Impact. Duration: 12s.

    Effects

    Sudden Impact - Removes the cast time of the next Impact, decreases its recast timer to 1.5s and increases its potency to 250, but prevents it from generating mana.

    Note: This changes the AoE burst rotation from spamming Moulinet to alternating between Moulinet and buffed Impact. I'm tempted to make Impact consume some mana while under the effect of Sudden Impact, or to just increase Moulinet's mana cost to 30 black/white mana.
    (0)
    Last edited by Duelle; 12-30-2019 at 03:41 PM. Reason: forgot to add GCD reduction on Sudden Impact
    * 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)

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