... why are quite a number of the posts with changes trying to cripple the ability to be a rezmage? The strongest argument for including me in a party in bojah is that if it goes wrong enough, I can revive every single one of you.
... why are quite a number of the posts with changes trying to cripple the ability to be a rezmage? The strongest argument for including me in a party in bojah is that if it goes wrong enough, I can revive every single one of you.
I think that red mage is seen by some as having a 'rez tax' limiting it at high levels of play when outside of prog. If there is one thing I have noticed about the forums, it is a lot of players doing savage/ultimate content and that is what everything should be balanced around. (Or pretending to do that content for some? I am a filthy casual anyway) I imagine some also don't like the rezmage responsibility, but I think a lot of it is the sacrifice in content where you are kind of assuming everyone knows what they are doing and is performing decently.
I'd just like to have the "enchanted" melee attacks have a toggle so I can melee when I want/need to without burning my mana (Maybe even gain a bit of black/white mana on the melee finisher). That would be closer to a multi role "Jack of all trades" and bring more physical attacks into the skillset.
No thanks. Unenchanted melee hits like a wet noodle.I'd just like to have the "enchanted" melee attacks have a toggle so I can melee when I want/need to without burning my mana (Maybe even gain a bit of black/white mana on the melee finisher). That would be closer to a multi role "Jack of all trades" and bring more physical attacks into the skillset.
The irony is that savage/ultimate raiders value that rez in prog (RDM has shown up in world first comps) but speedrunners think the game is not balanced around prog, but around speedrunning. Which is a strange stance to take, most pve games balance around clearing content.I think that red mage is seen by some as having a 'rez tax' limiting it at high levels of play when outside of prog. If there is one thing I have noticed about the forums, it is a lot of players doing savage/ultimate content and that is what everything should be balanced around. (Or pretending to do that content for some? I am a filthy casual anyway) I imagine some also don't like the rezmage responsibility, but I think a lot of it is the sacrifice in content where you are kind of assuming everyone knows what they are doing and is performing decently.
Which jokes on them, because the game is really balanced around the lowest common denominator. Which is why the game is in the state it is now. It's a vicious cycle they refuse to acknowledge.The irony is that savage/ultimate raiders value that rez in prog (RDM has shown up in world first comps) but speedrunners think the game is not balanced around prog, but around speedrunning. Which is a strange stance to take, most pve games balance around clearing content.
Bad players -> Bad Players complain, Good Players complain about Bad Players -> Square Enix makes game even easier -> Even Worse Players -> Even Worse Players complain, Good Players complain about Even Worse Players -> Square Enix makes game easier -> EXTREMELY bad Players -> etc.
It's been like this with Healers since Heavensward, it started with Tanks in Stormblood, and now it's started with Dps in Shadowbringers.
Got news for you from the Healer side dudes, it's gonna get worse. A lot worse.
Ima guess RDM will only get shallow upgrades to preexisting spells like a Scorch or Impact. Like for instance Verbanish/Verdia and Verfoul/Verscaith.
I for one welcome new mechanics but RDM mains prefer it stayed the same and I ain’t gonna argue
I wonder what proportion of RDM mains would want the job to receive significant changes
I figured out something I want as RDM, something that fits.
BLM has scathe, something you can use while moving to keep doing damage.
Mechanic heavy bosses where I have to move a lot, I find I just don't get things done as much.
Maybe it would get to be a stab that dosen't cost bar and mess up the rotation, maybe a buff to jolt that lets you cast it while moving.
I started playing Scholar originally because it was the closest we were ever going to get to true Red Mage in terms of Heal/Damage.
I would like some significant abilities that change the way the class is played at higher levels, rather than reworking the job.
I.e. Black Mage, the job has a very recognizable play rotation, but fundamentally plays different at every cap level.
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