I mean that's nice and all but for someone who claims "there's lots of room for new additions " you for some reason neglected to even mention one. You got anything to add besides just saying "hurr you're wrong"?I disagree entirely. Given how broad the current playstyle is (the only driving factor of the primary rotation is "hardcast into dualcast", that's literally it), there's lots of room for new additions if the devs are imaginative with mechanics like timers, procs, or multi-type Mana builders - you're just trying to avoid "complicating" it while asking for a shift to a completely different playstyle. It's only "airtight" from the perspective of asking for "more melee"; the only part that's static is the melee combo itself, because RDM isn't a core melee job and only hits the combo every 40 sec anyway.
The reason we got mostly upgrade traits, replacement skills and quality-of-life adjustments is because the devs wanted to shore up the base of the new job they made, before expanding the top end of it.
Every time I see a thread like this, I have to iterate: What you want isn't more melee skills, it's more melee uptime. Under the current model, more mana-spender skills just means more time casting to build them, so the ratio of casting to melee would be relatively unchanged (or possibly shift in the opposite direction).
HOWEVER, the more melee uptime we have also means less time spent casting and more time where you're required to be in the melee, giving up the ranged advantage of the job and a chunk of the job's impressive mobility.
If you want to play a melee-caster hybrid job, ask for a Spellblade.
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