Quote Originally Posted by Wayfinder3 View Post
I'm just here to play the game and these are issues because the solution to these things often require a RDM to compete with a melee for the 4th slot
Source? You state it like this is obviously a big problem, so come on, is it?

Quote Originally Posted by Wayfinder3 View Post
which is not reasonable due it's low damage compared to even the weakest melee and the fact that the consequences forces red mages most potent abilities to be misaligned with the rest of the classes. It sucks, it's the type of thing an already weaker job doesn't need. Having an alternative ranged combo that the class can be designed around abusing can be a fantastic way to resolve these issues and give rdm a more dynamic combo than just do the same melee combo 8 times before the boss dies.
At that point, why even have a melee combo though. Since they equalized the potency between the flip and the melee, have you seen how often RDMs use the flip in actual content? Your supposed combo would do the same thing. There's no point keeping extra button bloat for a melee combo around, as you'd never want to utilize it. Or it's stronger, at which point you'll be right here complaining that you're being "forced" to use your weaker ranged combo or "forced" to misalign your actual melee combo. /shrug

I don't see a solution proposal, I see someone wanting to add complexity to try solve a problem with fight complexity by shifting it into the job they're playing. If your goal were to actually reduce complexity or keep it equal while improving red mage potential, you'd simply shift damage from the combo into the filler, including overhead for the burst potential reduced. Tuhdaaah, same damage in uptime fights, improved damage in disengagement fights. Increased damage in fights with breaks like Ultimates, too!

Too easy a solution? Not enough button bloat? Not complex enough for your hard on for complexity?