As I've never said it is the height of perfection you're simply setting up a strawman. What I've said, time and time again, is that it is a ranged caster and for that the amount of melee it has is more than enough.
1. Aiming for distinction that will ultimately lead to using White Magic as a token effort is not exactly creating a balance of white, black, and sword. Vercure and Verraise are already things, and unless something goes horribly wrong they aren't really used. So your proposal is simply taking away White Magic as a thing. As far as tradition goes you're proposing a job that is not at all traditional, again Red Mages are not mostly melee fighters, so you're not exactly in a place to make an appeal to tradition, which is ultimately a logical fallacy.
2. So then you have a role that ultimately doesn't have any real cohesion. That isn't a solution either. The melee and range aspect is an important distinction, arguably more so than whether it's a caster or physical.
3. What you want is a job that isn't the same as what Red Mage is traditionally, and doesn't work within the system. Some desires aren't reasonable.
4. My point was that if you remove Dualcast clunky as it is the job would work fine. You could probably tweak some numbers to fit things still. If you remove the Balance Gauge then the entire system falls apart.
5. Honestly this is just the same as four. You keep acting like Dualcast is the keystone for the entire design, but with some numerical changes you could keep something mostly the same and it would still work. Maybe not as exciting but it is what it is. If you remove the Balance Gauge, again, you need to overhaul the entire system. You can't just tweak some numbers and expect it to work. The Sword skills are the same way. They're part of the current design and carry weight, even if it isn't dominating the system like you desire.
6. The gameplay is "balance White and Black Magic, use Sword Magic to finish" more or less. Which, again, fits Red Mage. If you start getting into the nitty gritty of any job it doesn't fit past games, almost as though offline games are going to work a bit differently from online games, along with other issues.
7. Red Mages still do wear robes. Better armor to the point of... I don't know, Archer-tier, sometimes happens, but it's not universal. They are better at physical stuff than White/Black/Summon Mages are, but they're still not physical juggernauts who spend most of their time on the front line. Even the time they got called a Battlemage they still used Mage armor. They just got to have Shields on top of it. That's not exactly the face of a guy who spends most of his time in melee.
8. When I talk about "look at the current system" I'm not talking about Red Mages specifically, I'm talking about the skeleton framework that makes up XIV's battle system in general. How the roles work, how they mix and flow together, things like that. It's why when I say things like "ideal system I'd have melee mages as a category" that's acknowledging the current system doesn't have them. Honestly if I was keeping them in the five basic roles I'd probably have Red Mages be a tank myself, but sadly a DoM tank isn't going to happen either.
9. It's not just about DPS output, but about how mechanics play out and things of that nature too. A job that spends its time flitting between two different lines at a regular basis just is going to make more problems than not.
10. Long story short, Red Mages fit the series standard within the parameters of XIV. The only other option that would work for what you seem to want would be a Limited Job where they can do any role.


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