I take it by "fix" you mean "make it affect all damage types".
Depending on who you ask, Embolden doesn't really need fixing. I've seen arguments that it's a ridiculously powerful buff as is, and making it affect non-physical DPS in addition to physical DPS would make it too good for its own...good. I'm sort of in the middle on that one. On the one hand, I'm sure it'll feel more useful in magic heavy comps. On the other, it might(?) become highly sought after like Trick Attack and technically Battle Litany. Could go either way, I think.
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Nice try, but that's not the same as making the finisher phase of a design happen more often.
As for your other attempt at a point, that the game has to show character growth in some way is a given. This is why jobs get new abilities and upgrades. That said, it's one thing when new abilities add mechanics (PLD with Sword Oath stacks), show the aforementioned growth (Edge of Shadow replacing Edge of Darkness), or expand on something that existed (pre-revamp Abandon and Fel Cleave). It's another when you're messing with the payoff phase of a job that is designed around build & spend phases.
In the context of resource generation, it'd be a different story if RDM had been designed to spend resources piecemeal instead of in large chunks, because then the job would be able to see a benefit from greater resource generation without running into the problem I've mentioned (granted, you might instead get something akin to SAM+Shinten where you have to be really conscious of when to resource dump, and I don't know how that would be received).
Simplest way I can put it is that increasing the frequency of the melee combo would be like making Midare Setsugekka permanently usable at 1 Sen or making a single Mirage Dive grant full Gaze of the First Brood. Like the melee combo, those are all balanced around taking time to get access to them by generating resources or waiting a specified amount of time. And like the melee combo, issues are likely to arise if you make the aforementioned changes.If your concern is that the damage of our combo will be reduced relative to everything else, unless the only advancements the devs choose to add are either another finisher a la Scorch or traits that buff the damage of our combo directly, that's literally going to happen anyway.
Considering the general strategy for encounters involves standing directly behind the mob and moving only to deal with mechanics, this isn't much of an argument. But nice try, I guess...?... and you're trying to argue about "power creep" when you're not even optimizing just for the sake of your aesthetic?
I did mention that if something were done to Displacement, Engagement would need a redesign or replacement. As I said, that hinges on something being done about Displacement, which I find unlikely.The only positive gameplay effect you listed hinges on it being an alternative to Displacement, which simply feeds my point that it would have no place if Displacement was unlinked from our damage or could be controlled on its own.
What I suggested is a sword swing. Sword swings are restricted to melee because swords have a limited range. That's sort of how they work. And despite rumors to the contrary, Red Mages use swords (FFXIV's version of the job tends to use them as props instead of weapons, but that's neither here nor there). Also, for being touted as a "melee and ranged hybrid" (Yoshida's words, not mine), there's a lot more ranged than there is melee. Even without a redesign of the job on the table, I'd aim to correct that where possible.you're not addressing the question of why it's relevant that the skill be restricted to melee range in the first place
The fact something like Engagement was implemented in the first place indicates that making the gap opener a built-in part of the rotation was a stupid idea. If anything, Engagement's existence vindicates that viewpoint.Displacement and Engagement have reasons built in - Displacement makes a gap when the combo is done, Engagement uses the cooldown when Displacing would be dangerous.
You'd just have to unlearn to needlessly jump away from a mob, just like BRDs had to unlearn spamming Blunt Arrow and DRGs had to unlearn spamming Leg Sweep.Oh goody, pseudo-positionals for us that we don't have some True North equivalent for.
I never specified the mechanic, though because I like tying melee with magic, I'd probably opt to increase damage of the next spell cast, or proc an additional spell hit on the target when struck by the next spell to make up the difference (the latter would probably be better since the extra hit would not be dependent on whether you're casting Jolt II or Verstone/Verfire).Now in your case, you mention melee Fleche has less damage and another mechanical benefit, but unless that benefit comes out to a net damage increase in some tangible way -- a buff, a DoT, whatever, bearing in mind it already has a short cooldown so those would essentially be used on cooldown anyway -- it will be avoided under most circumstances, and in fact will probably do exactly the opposite of what you've been pushing for by encouraging people to spend less time in melee so as not to accidentally trade damage.
Actually, no. Mystic Knight would be something along the lines of this, which, as I've said before, is a completely separate beast from RDM.



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