I didn't say anything about being off-topic in this case, so that's quite the odd dismissal.
Irrelevant. Whether you're a fan or not of such mechanics, the fact is it is a viable option even within the current system, and that RDM is notably one of the few jobs that doesn't currently have any timers whatsoever, cooldowns aside.I'm not a fan of timers,
You're saying absolutely "It can't be done" and only supporting that with the biased statement, "I don't want it to that way."
The way I see it, it only "can't be done" from the mindset of cramming more melee skills in under the current model. Without changing the current model, they could still add spells that would increase the rate of Mana generation, which would tacitly reduce the time spent spellcasting and increase the time spent melee comboing.
Which is why I said "under the current model." The current model being that melee skills are Mana spenders (or oGCDs which are regularly used in alignment with those skills), which is the entire basis of the Balance Gauge.The OP was asking for sword use and melee uptime. That doesn't translate to more mana-spending skills.
If you want more melee uptime in the current model, you either want them to give RDM more/bigger generators, or just cheaper melee skills. The former goes against your philosophy because it means the devs visibly shoring up the magic side, the latter of which they could do with a trait which is a solution you have already complained about.
Now, if you remove the current model as a factor - meaning practical use of some weaponskills are independent of Mana - then we have to ask the question of "When would it be appropriate and satisfying to actually use a melee skill?", which is again, wha the Balance Gauge originally intended to answer.
Let's say hypothetically that the rotation is rewritten so you have a melee skill or combo every 15 sec - maybe a skill you generate a charge for on a 15 sec CD that increases the potency of your next spellcast, for instance, or applies a DoT or something because this is a hypothetical and the actual effect hasn't actually been implemented.
Suddenly, actually spending any significant amount of time at range as A Ranged DPS Job becomes a stacking detriment on your output, which means the job's freedom of mobility is affected. "Has melee skills" then becomes less of an appeal and more of a limiter when compared to jobs like BLM and SMN.
And that's just one skill out of 15 sec. Based on the discussions I've seen with you before, you're probably looking for more of a 60:40 ratio of magic to melee in the basic rotation, at which point having range on skills is more or less incidental because you will probably avoid leaving melee based on the frequency of your melee skills being used. You'd do a ranged opener, enter melee the first time it comes up in your rotation, and then just stand with the melee until the next time a boss forces the group to run behind a pillar or something.
At which point, in a real fight, you just have a stronger answer to Piercing Talon or Knife Throw, with cast times instead of positionals. Kind of a lazy melee when you put it that way.
That doesn't even begin to make sense. Nothing about RDM's current model blocks a Spellblade from being designed under a completely different one. Considering the doc you made about RDM before it was actually released, there's nothing blocking them from releasing a job with your ideal model in mind and just not calling it RDM, either.I think we should focus on getting RDM when it needs to be first, then worry about designing a Spellblade.
... I literally said "if the devs are imaginative with mechanics like timers, procs, or multi-type Mana builders." I could theorycraft a bunch of specific fully-statted attacks, I guess, but then the discussion would get sidetracked with you nitpicking those.
Admittedly, I was speaking with regards to them adding more spells, because Duelle was broadly saying they couldn't add anything, and despite the discussion focusing on melee skills, the RDM is primarily... y'know... a spellcaster?
Even so, with regards to your statement about weaponskills, it wouldn't shock me if another melee skill found a way in in spite of that. Been hoping for an Osmose-type skill for a while that could probably fit, and if we're talking about "classic red mage" as a hybrid, then sure, hopping into melee when you completely run out of MP is fitting - but unless they make our rotation more costly it would only be to the benefit of Verraise.
Alternately, a proc that gave free Enchanted Reprises with a small buff to make it worthwhile, since that would be just as viable as a new instant spell proc.
Or possibly even a barrier skill for RDM that would generate a massive amount of Mana if you use it to defend from a big AoE.
Or a secondary gauge attacked to the Balance Gauge that ticks down to a new skill while you're within a threshold amount of Mana. Just off the top of my head. Since literally anything that could be added could benefit either the magic or melee side.