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  1. #1
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    You're describing a combo. Every combo allowance is available for 15 seconds after its prerequisite cast and is negated if one uses any other combat action. I am explicitly asking it not to be a combo, and instead be a saveable proc in the same vein as Verfire and Verstone activations, even if that proc duration may be reduced to a mere 10 seconds in compensation. (Tbf, part of that is also just because I'd really like to attach an AoE element to Verflare, Verholy, and Scorch; making those bankable would allow for some killer on-add-spawn burst.)


    That is a very real concern for me, but I'd rather add new means of engagement to replace that particular contributor than necessarily fetter RDM to the rigidities that come with any single current means of difficulty. In this particular case, I'd be unwilling to sacrifice that difficulty unless there were some meaningful elemental interplay or the like to replace it, but at the same time, I want RDM to actually feel like it's actively doing RDM things more than just in the 2-6 GCDs before its melee combo and its quick reminder as to whether to hit Verflare or Verholy at that combo's end, which will likely require at least imagining RDM without that particular fetter.
    I agree with this quite a bit. RDM has this illusion of being busy and tedious however, this is really just a façade that falls apart the more you play it, and it becomes much more pronounced if you main it, or play the other casters and watch as this one suffers from not enough mechanics. What's strange to me is that SMN has a genuine identity crisis, Trances, Egis, Aetherflow, ruin 4 etc... IT has so many more mechanics baked into it's job that it's taken them a staggering amount of time converting it into a coherent job that still manages to feel rather segmented. SMN feels like it's diametrically opposed to RDM in it's design where one has way too much going on, and the other has one mechanic that is only fleshed out for single target damage while being almost incomplete in all other areas. SMN has so many moving parts that it's entire mechanic is done completely independent of ruin 3 (it's most used spell) while RDM lives and dies by a gauge that the job doesn't need because it'd be better off if the melee combo was a burst combo on a 30/60 rotation as thats how it's used anyway. I personally believe taking emphasis away from the melee combo by making it just another cooldown to manage, and repurposing the job gauge to enrich the melee experience akin to something like a Fell Cleave option that you build inbetween your burst phases and expend alongside the melee combo is a strong way of allowing the job to be fleshed out, and expanding on it. Removing the rng tied to the spells and abolishing jolt 2 (as this only exist to fix an issue the job shouldn't have) would be a step in the right direction.
    (2)
    Last edited by Wayfinder3; 06-02-2021 at 10:03 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  2. #2
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    I personally believe taking emphasis away from the melee combo by making it just another cooldown to manage, and repurposing the job gauge to enrich the melee experience akin to something like a Fell Cleave option that you build inbetween your burst phases and expend alongside the melee combo is a strong way of allowing the job to be fleshed out, and expanding on it. Removing the rng tied to the spells and abolishing jolt 2 (as this only exist to fix an issue the job shouldn't have) would be a step in the right direction.
    I can get behind this tbh. Remove the dumb RNG, make our melee combo a 30-second cooldown or whatever (the actual numbers matter less right now than the concept anyway), and give us something new and interesting to do with the job gauge. I think I'd be happy with that but we'd have to see how the actual implementation turns out.
    (1)

  3. #3
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Katie_Kitty View Post
    I can get behind this tbh. Remove the dumb RNG, make our melee combo a 30-second cooldown or whatever (the actual numbers matter less right now than the concept anyway), and give us something new and interesting to do with the job gauge. I think I'd be happy with that but we'd have to see how the actual implementation turns out.
    Or, play one of the millions of jobs without RNG if you want a job without RNG. Some of us actually like proc-based casting and the variance that it lends to a kit and the play. Making a simple class even more dumbed down is not a path to making it better for everyone.

    Quote Originally Posted by SkyCake View Post
    Like I mentioned with Vercure. It's almost never useful, but I enjoy when it is. Would be the same for VerEsuna. It's also why I said I was "half-joking".
    How many times did you use Erase in SB? Be honest.
    (1)
    Last edited by Gruntler; 06-21-2021 at 01:47 PM.

  4. #4
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Gruntler View Post
    Or, play one of the millions of jobs without RNG if you want a job without RNG. Some of us actually like proc-based casting and the variance that it lends to a kit and the play. Making a simple class even more dumbed down is not a path to making it better for everyone.
    RNG procs for verfire and verstone do not add anything worthy of note to the job, and in any case, I was a RDM fan before FFXIV was even a concept in anyone's mind so no thank you I will play the job I like while advocating for changes I want. You're welcome to deal with it however you like, but that's not changing.
    (2)

  5. #5
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Katie_Kitty View Post
    I can get behind this tbh. Remove the dumb RNG, make our melee combo a 30-second cooldown or whatever (the actual numbers matter less right now than the concept anyway), and give us something new and interesting to do with the job gauge. I think I'd be happy with that but we'd have to see how the actual implementation turns out.
    I support Katie_Kitty's idea. If we have a series of 3-4 buttons that are always pushed in the same order at the same time, they are not genuinely 3-4 separate abilities. They are 1 ability and can be 1 button. This would free up space for more cool actions without deleting existing ones.

    The Rogue's 1st ability is called Spinning Edge & it involves using 2 slashes. Would it really be 2 different actions if the 1st action was called Spinning with 1 slash & a 2nd ability was called Edge with 1 slash and they were always used together in that exact order?
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NYCLouisGamer View Post
    I support Katie_Kitty's idea. If we have a series of 3-4 buttons that are always pushed in the same order at the same time, they are not genuinely 3-4 separate abilities. They are 1 ability and can be 1 button. This would free up space for more cool actions without deleting existing ones.
    I, too, like that part of it. The less bloat, the better.

    That said, I would like to first see if there's anything that can make those 3 buttons be worth having as separate buttons, as we can't so easily undo that change. (Any change perceived as "QoL", no matter how detrimental to actual engagement, is very, very difficult to remove.)

    ________________


    Personally, I'd like to see more melee interaction on RDM. However, I feel that simply converting the base kit (or "combo") from a spender to a CD that in turn builds up a new spender is insufficient and would make RDM feel unsatisfactory for an even larger portion of its level span.

    It wouldn't be much worse, mind you, but it occludes a fundamental issue by simply slapping a coat of QoL and "new feature!" paint on top of it, while still leaving it (even more) gut-less. I'd rather deal with that fundamental issue as directly and comprehensively as possible.

    For me, that issue is two-fold:
    1. It's a "Chekov's Gun" issue. If you give a caster a sword, then no matter how wastefully ornamentally its previous iterations may previously had made it, the sword should be meaningfully used.

    2. The sword, at present, is an additional liability (unique among casters), rather than a unique advantage.
      While what may be seen as a unique weakness from one side of the coin can meaningfully direct job design or playflow, if you deliberately attach some cross-over element to a given role base, one would assume it an advantage, rather than a fetter.

      Yet, that's not how melee elements play out on RDM presently. Rather than being some caster-fighter that can all the more easily adjust with the flow of a fight, or the like, it's uniquely hampered with the least consecutive mobility except in the same brief window into which it is forced into melee range. The melee portion is not bankable enough to exploit its trade-off favorably and thus be a unique affordance. It instead, in practice, just gives it an additional weakness.

      Or, put more simply, our single-target melee kit is presently little more than a bloated Foul that forces us into melee range.
    (3)
    Last edited by Shurrikhan; 06-24-2021 at 07:27 AM.

  7. #7
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Shurrikhan View Post
    a bloated Foul that forces us into melee range.
    That description is perfect. Put it in your signature! lol
    (0)