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  1. #15
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Reynhart View Post
    Since the casting times is what most people complains about, I don't see how it's a solution. Besides, BRD have so few GCD in its "rotation", what would be some abilities?
    Part of the problem is that disparity in gameplay is not just seen by the guys who've been playing BRD since ARR's launch, but by EVERYONE who picks up the job, past and present. This is because the ARR gameplay is left intact for 51 levels. So the camp of discontents is composed of not only BRD mains that don't like the change, but new people who are just leveling the job. Making the change at the base level means that while the old guard may have a problem with it, people just picking up the job wouldn't see the difference since what they'd have is one cohesive combat model instead of BRD as it plays 1-51 and then BRD post-Wanderer's Minuet.

    As for my own recommendations, Heavy Shot, Straight Shot and possibly Windbite. Have Heavier Shot procs make the next Straight Shot instant cast. Bloodletter would be tricky, though what may work would be turning River of Blood procs into a stacking buff as others have suggested when discussing why WM doesn't gel with BRD's innate gameplay (this way procs don't feel wasted). Obviously, this would also go hand-in-hand with increasing bow weapon damage across the board to make up for Wanderer's Minuet not being what it currently is. Or if you're determined to have it affect gameplay somehow, turn it into a 15-second buff that allows your cast bar to fill while moving.

    Keep in mind that some of us have a problem not with the idea behind the change, but with how it was implemented. I used to have a marksmanship hunter in WoW, so I've played ranged physical classes with cast times (MM hunters had the benefit of being able to cast while moving if not specced into Focusing Shot) and can go either way. What I can't stand is the hamfisted approach the devs chose.
    (1)
    Last edited by Duelle; 08-04-2015 at 08:24 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)