I hope 7.45 will remove the cast times from Iaijutsu and Communio next. Maybe remove the forced movement from Dragonfire Dive, too.



I hope 7.45 will remove the cast times from Iaijutsu and Communio next. Maybe remove the forced movement from Dragonfire Dive, too.



People were saying that RDM would be next on the chopping block. Turns out they were correct...
After BLM timers, another form of skill expression is deleted.
Honestly, regarding job design the team has to be reigned in again.
I am extremely annoyed that every damn job gets neutered just for the sake of raiding.
No fun allowed nowadays because it might collide with their important job balance and fight design but only savage upwards of course, can't allow the peasants to have fun (*cough* M6N compared to M6S).
The job design team get's a straight F from me this expansion.
The writing team at least learned from it's mistakes but these changes here shatter basically all the little hope I had for the 8.0 changes.
Absolutely worst performing team nowadays.
What a pathetic joke...
Edit:
I think this quote from the Adjustment Overview outright says that they have learned nothing from the BLM criticism and tbh I have now lost my final hope for the 8.0 jobs as well.
"Furthermore, we have removed Manafication's magical damage increase effect to prevent potential stress resulting from entering burst phases with Manafication still on cooldown."
Last edited by Voidmage; 12-16-2025 at 09:01 PM.
Certain Raid fights were problematic for Red Mages due to the punishment of being in melee in the burst phase.I don't have a dog in this race due to not playing either GNB or RDM, but I'm reading in reddit's FFXIV discussion that this RDM change may have originated from actual JP complaints about having to get into melee range at all on RDM?
If that's the case, that would certainly explain a lot.
However, its still a bit of a shaky argument to tune it all for only a few fights.
Player


It's not just one combo, its every single target melee GCD during the entirety of manafication. So you can have 30s of full mobility with no melee restriction.
I feel that they might be doing this to give the fight designer less to think about. They don't have to go "oops, we made M7S a royal pain for RDM and force parties to adapt strats to let the RDM do melee combo". Now, RDM can just decide to become fully ranged for 30s. Who cares if that interfere with what some players found fun to optimize.
Last edited by Sarantserel; 12-16-2025 at 10:40 PM.


RDM doesn't need to be lobotomized, but that flash-bang LB sure as s**t does.

How is removing components integral to specific job strategy an improvement to the game. Turning manafication into a brain off here's 6 instant casts is a terrible decision no RDM asked for. I savage raid and don't want things to be easier, what's the point?


Right there with you. I've been raiding as RDM since ShB and part of why I liked RDM so much was because I had to play around the melee restriction to access my burst and mobility tools.
M7S did push the envelope a bit too much IMO because it required other people to adjust to me being RDM (having a healer grab my tether in the 2nd phase, needing ton of mit to do my melee combo during Debris Deathmatch), but I never thought "wow I wish they'd just make RDM's melee combo ranged.
I dunno, maybe I'm in the minority, but to me what makes learning a job fun is learning to play around its fail states and points of frictions, but all they've been doing for the past few expac is sand down any friction in job design.




People complain about dungeons too hard, the devs dumb down jobs. Makes perfect sense to me.
The reality is that this is designed expressly with savage fights in mind, that get absolute priority over anything else.
Secretly had a crush on Mao
Naturally, just making a joke towards the person I replied to.
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