RDM optimization with the ways of minimizing all of their drifts is pretty hard, I think. Requires a ton of precision.SMN would still be on a very good spot for what the job has to offer.
Everyone says BLM is much harder to play due to optimization, that has a high skill ceiling, which i agree cause i used to main BLM a few tiers ago but if you look only to BLM rotation you'll see its pretty easy and straight forward to understand, what i don't understand is why most people only look to RDM rotation and not its optimization as well. And last but not least, we have SMN that has both rotation and optimization easy peasy.
The bad part is that this optimization doesn't really reward the extra dps it should, which should be what could put RDM above SMN.
RDM should be doing more than SMN by far in terms of aDPS. Requires so much more effort and finessing, while smn is legit just a physR




Another (minor) point, but still one nonetheless: encounters this expansion are explicitly designed to have mechanics often line up with the dreaded two minute meta. Mechanics vomit is where mistakes tend to happen. People die when they make mistakes. You need a fast raise in these scenarios, especially during Bodycheckwalker.
Fourth (soft) tax on Verraise: its usefulness window just so happens to interrupt your burst, further taking a chunk out of the most important part of your damage contribution.
Honestly, I just wish we had a combat Phoenix Down consumable, and usable by anybody. Perhaps with a 4min cooldown.
This way, they could finally end this whole situation of the "raise tax", becasue for RDM and SMN it would become just a job QoL perk (of a better raise that you don't need to stock or having a cooldown) rather than an identity defining staple that justifies some balancing decisions.
Job difficulty should never correlate to job DPS though, only DPS buffing




Should or shouldn't, Yoshi-P stated that it does. And then the balancing team went on to make several decisions this expansion that contradict his statement (making melees easier and easier while also increasing their damage, making SMN a free mobility job you could macro to one button but stronger than RDM). I'd like to know what internal stats they're using that gives some enormous "screw RDM" weight to their balancing, because leaving RDM's damage output dumpstered despite objections to the point where WAR is sneaking up on it by 6.41 just seems purposeful.
Yoshi-P is wrong. I should be able to play what I enjoy, and just because a job is "easier" should be not a hindrance.Should or shouldn't, Yoshi-P stated that it does. And then the balancing team went on to make several decisions this expansion that contradict his statement (making melees easier and easier while also increasing their damage, making SMN a free mobility job you could macro to one button but stronger than RDM). I'd like to know what internal stats they're using that gives some enormous "screw RDM" weight to their balancing, because leaving RDM's damage output dumpstered despite objections to the point where WAR is sneaking up on it by 6.41 just seems purposeful.


Haste isn't a skill people should be wanting on RDM unless it's a personal buff.
Party-wide Hastes have been in FFXIV before and they have had their fair share of problems. Unless we're talking about Haste being a Peloton like what SCH's have, then that would be alright. Haste as in "Increasing Skill/Spell Speed for everyone" isn't a good idea. Some jobs benefit from this while others would suffer clipping issues in their rotations. You'd almost need to learn an entirely separate rotation and opener based on wither or not a haste user was in the party. And pray and hope they use it at the right buff windows. SCH and AST both had abilities that increased skill/spell speed and certain melee jobs like DRG hated them for it.




I'm getting hot flashes from Royal Road single target AST The Arrow on SB MCH. Please stop this, I have ptsd.
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