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  1. #101
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Quote Originally Posted by jon041065 View Post
    Still hoping for a job like this in the 6.0 expac. I had hoped blu would be when we got a "battlemage" archetype but that didn't happen.

    And before people say rdm is that, we are talking about a melee job that focuses on buffs for itself or debuffing enemies that also has MP management.

    Spellblade is just in fact a silly Red Mage, if you want to see it, or not.
    Its just the other side of the same medal of being a Battle Mage, the Red Mage iteration so far in FF14 is sadly just only a very boring and simple minded concept from a person responsible for it, which seems to believe that as a Battle Mage with roots to Black and White Magic, that you have still to fight mainly like a typical caster far away from second to third row out of safe distance, just to make basically for short moment ala "hit n run very quick short melle attacks.

    To say it differently, Red Mage are in fact already Spellblade or Mystic Knights, if they would be designed ad tanks in heavy armory.

    Its all just only a matter of class and especially skill/combat mechanic design.

    Personnally I just hope SE will implement with Level 90-100 a final job progression tier and just evolves Red Mages to Spellblades as the master form of a Red Mage, that has finally learned how to correctly use his Magic Powers to become the true battle mage that this job should represent that is not played like 90% Caster and 10% Fencer, but instead gets its gameplay design evolved, so that it feels more like 60% Caster and 40% Fencer by learning Ex- and Aura-Element Spells to enchant their rapiers and armors with elemental effects that make them more effectful and efficient in melee combat, so that for moments where you need to reduce for example your lack of equipment defense, that you then infuse your armor with Exearth, to raise with the power of this earthbased spell your defense, or create with it earth shields that work like barriers protecting your health.

    Theres so many ways to make Red Mage by skill design use their full potential as the Spellblades they basically are or could be already, if SE would just get this job's class design right only to nail perfectly with it the sterotype of the Spellblade, even if it has due to silly naming conventions the term Red Mage still after that evolution, which implies caster gameplay, but still, its skill design that matters more, not really how the class is named in the end.

    However, its naturally a nice thing when skill design and class name are congruent, cause only then can be a class in a game like FF14 or MMORPG's in general be really trustworthy.
    A Battle Mage is for me not trustworthy designed if you play it 90% of the time like a simple steoreotypical caster that is basically useless in melee combat, because of being based on the cheap skill dedsign not in the same league in regard of effectiveness with the other jobs that fight in melee range, like monks, samurai or dragoons, which dish out alot more damage and have more defense all, than the Red Mage, because the job has ne spell infusions ti close the defense gap or buff the melee effectiveness to that of the other jobs, because the jobs melee skills are currently very limited and only when enchanted good enough, plus the enchantments end way too quickly!!
    (0)
    Last edited by Kaiserdrache; 02-16-2020 at 03:03 AM.

  2. #102
    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 Kaiserdrache View Post
    Spellblade is just in fact a silly Red Mage, if you want to see it, or not.
    Its just the other side of the same medal of being a Battle Mage, the Red Mage iteration so far in FF14 is sadly just only a very boring and simple minded concept from a person responsible for it, which seems to believe that as a Battle Mage with roots to Black and White Magic, that you have still to fight mainly like a typical caster far away from second to third row out of safe distance, just to make basically for short moment ala "hit n run very quick short melle attacks.

    To say it differently, Red Mage are in fact already Spellblade or Mystic Knights, if they would be designed ad tanks in heavy armory.
    Yeah... no.

    Every game that has a Spellblade archetype in it also has a Red Mage as an entirely separate job, much as several of the games with Scholar treat Red Mage separately.
    Amongst the mixed B/W Casters, think of it as sort of a sliding scale of "Armor and Melee Output" vs "Spell power and selection", with Spellblade and Scholar on opposite ends and Red Mage square in the middle. Point being, you can't really argue 14's Red Mage leans more towards one side or the other, particularly since they historically lack notable aspects of either department.
    And that's just the surface level stuff. In terms of actual gameplay, historically, Spellblade often has greater magic defense (even siphoning power from incoming spells) and enemy debuffing power, Scholar offers support skills like Scan and even Item Lore (which is why it ended up as a Healer here), and Red Mage has notably used the boon of faster casting speeds to compromise between its many roles.

    I personally am happy with having Red Mages be, well, mages, particularly as they fit the niche of Quick Casters versus BLM's Heavy Caster and SMN's DoT/Pet Caster (which also means a gap open for, say, a more focused DoT Caster than SMN, so SMN can lean into its Pet effects) -- and separately, I'm on board with the idea introducing a Spellblade job under the melee DPS tree, perhaps as a Maiming job to share the Dragoon's knight-like aesthetics and defenses.
    (3)
    Last edited by Archwizard; 02-16-2020 at 05:51 AM.

  3. #103
    Player
    jon041065's Avatar
    Join Date
    Aug 2013
    Posts
    399
    Character
    Amson Beoulve
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Archwizard View Post
    Yeah... no.

    Every game that has a Spellblade archetype in it also has a Red Mage as an entirely separate job, much as several of the games with Scholar treat Red Mage separately.
    Amongst the mixed B/W Casters, think of it as sort of a sliding scale of "Armor and Melee Output" vs "Spell power and selection", with Spellblade and Scholar on opposite ends and Red Mage square in the middle. Point being, you can't really argue 14's Red Mage leans more towards one side or the other, particularly since they historically lack notable aspects of either department.
    And that's just the surface level stuff. In terms of actual gameplay, historically, Spellblade often has greater magic defense (even siphoning power from incoming spells) and enemy debuffing power, Scholar offers support skills like Scan and even Item Lore (which is why it ended up as a Healer here), and Red Mage has notably used the boon of faster casting speeds to compromise between its many roles.

    I personally am happy with having Red Mages be, well, mages, particularly as they fit the niche of Quick Casters versus BLM's Heavy Caster and SMN's DoT/Pet Caster (which also means a gap open for, say, a more focused DoT Caster than SMN, so SMN can lean into its Pet effects) -- and separately, I'm on board with the idea introducing a Spellblade job under the melee DPS tree, perhaps as a Maiming job to share the Dragoon's knight-like aesthetics and defenses.
    This. While I wish that RDM had more melee to it's kit, it will never be 50/50 or more melee heavy like what I'd like to see. So we are instead saying we want an inversion of RDM in that it's mostly melee with some casting. I've seen the idea tossed around of rune/mystic knight having a gameplay loop similar to BRD songs but be fire/thunder/ice. I'd also add in the astral elements or as part of the mechanic of each "stance". So like fire(earth), thunder(wind), and ice(water) and have a debuff that you carry through into each stance but interact with differently. So can apply an ice debuff then melt it with fire to boost damage during thunder stance. That kind of thing.
    (0)

  4. #104
    Player
    Cs1985's Avatar
    Join Date
    May 2020
    Posts
    2
    Character
    Bijorn Ironside
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    I'm hopping for a maiming dps maybe something with 2 handed hammer or duel wielding axes
    (0)

  5. #105
    Player
    jlewiss's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Jordan Lewis
    World
    Mateus
    Main Class
    Arcanist Lv 80
    people keep saying they have to put a healer in, i would be surprised if they did. yoshi & co has shown time and again they will completely insulate themselves from any negative backlash with regards to stuff like that and act like they don't know what the community is talking about. My guess would be either a tank/caster dps or a caster dps/ melee dps. i don't think they know enough about what they want healers to do in this game to be able to expand on it any further. i'm pretty sure it's been noted somewhere no one on the job design team even players a healer as a main character. dps is easy to do just give it attack skills of varying damage and throw in some dps cooldowns and your done.
    (1)

  6. #106
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Everyone convinced they place classes in this game based on gear sets (looking at you melee boys) opposed to roles, I’m sorry. SE has the roles split based off the main stat boost they add when joining a party, so they have the roles split as tank, healer, melee, caster and physical ranged.

    With this spread we have 4 tanks, 4 melee, 3 caster, 3 physical ranged, and 3 healer. With the release of GNB and DNC this expansion my guess is we will be getting a caster and a healer with 6.0, with the classes being Geomancer caster and chemist healer.

    Also with some hints thrown into the relic story about Gabranth I think we’ll be seeing the next limit job as Beastmaster over the next few patches.
    (0)

  7. #107
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    Well they better release a new healer in 6.0 or else they risk angering the healer playerbase further, which might end up killing queues due to plenty of them quitting.
    (0)

  8. #108
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,213
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    I'm hoping they'll release a new healer and a Beastmaster job since Arcanist -> Summoner is becoming more of a big summon type of playstyle after dreamwyrm trance and firebird trance than pet playstyle, but chances are...
    They're going to either release a new healer and rework the current 3 healers in next expansion instead because of how big of a mess it is.

    If they actually didn't release or fix the healers, you can bet the queue timers are just going to extend infinitely longer with the small amount of healer mains remaining that just decides on giving up healing entirely. It's not about backlash on the dev's part at this point, it's backlash and riot of the playerbase making queueing in duty finder impossible unless you get someone to heal in your party ahead of time. It'll effectively kill the game since majority of the content for new players have them go into duty finder and then queue up and no one likes to sit in a queue over 10 minutes long. Just having the devs respond to healer community will probably assuage a lot of complaints but if they keep up the radio silence, it won't bode well.
    (0)

  9. #109
    Player
    Leidolf's Avatar
    Join Date
    Mar 2020
    Location
    Ul'dah
    Posts
    104
    Character
    Leidolf Kvasir
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Beastmaster seems more likely to me. But I expect a new Healer.
    (1)
    Like to play Dungeons & Dragons? Learn to make your favorite FFXIV Job in 5e by visiting the Fun Characters Builds 5e blog.

  10. #110
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Leidolf View Post
    Beastmaster seems more likely to me. But I expect a new Healer.
    Yoshi said it sounded like a good limited job at one point and did say there was “ranch style content” coming. Probably very delayed due to covid though.
    (0)

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