They designed bosses in the past where RDM needed to be in Melee range for its combo, but it somehow wasn't a problem for them back then. I don't remember any of these kind of complaints back in, say, Stormblood when RDM was introduced. If there were such complaints, surely this change would have happened sooner?
It's the encounter design that changed, not the Melee combo. So maybe, instead of saying 'wow it sucks to do the 2min burst when I have to go to Narnia to solve this mechanic', SE should consider not having the 2min burst be during a mechanic that sends the Ranged to Narnia? Have them go to Narnia for a mechanic at 1:30, then come in again for the 2min burst as the 'recovery' from that mechanic?
I imagine that the 'fun' will be the same as it previously was, and that we'll just eventually get used to the change. But the identity being alive/dead is definitely up for debate, as I'd argue that removing the Melee requirement of a Melee combo, is as weird and damaging to the identity of RDM, as making all of the Ninjutsus on NIN be Melee range would be to a NIN's identity. 'It's a rapier, why can I hit from all the way over here with it' and 'It's a lightning bolt, why do I have to be inside the boss's backside to call a lightning bolt down on them', two sides of the same coin IMO
If you're referring to me on that last part (RDM was never a melee), I'm fully aware, I was just musing in a previous post that it could be an interesting way to resolve RDM's issue of 'perpetually 6+% behind BLM because who knows why'. If it were up to me from the very start, RDM would have been a Tank.



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