Considering not-flare was instant cast after Million Stab+Repelling Shot, my guess is that there's a proc involved somewhere. Or "melee" hits apply a stacking buff that reduces cast time by 33% per stack. I'm leaning towards a proc because I could have sworn I saw something happen while the RDM was using Million Stab. The key difference is that turn-based combat doesn't have toggles, OGCD abilities, reactionary abilities and effects that happen as a result of other actions. Those factors make a lot of things that are impossible in turn-based RPGs possible in live action combat when it comes to class design.
Using enspells as an example, they don't work in a console FF because you're wasting a turn for a buff with a set duration that would have to be stupidly powerful to justify its existence. If we transition into live combat, we gain at least two ways to implement enspells without wasting time mid-battle. One would be as a toggle (not unlike Darkside or a stance like Sword Oath), the other would be as a result of something else (cast fire on target, use a certain sword skill on target = your sword is enchanted with fire for X seconds).
Beyond enspells there's also mechanics. One example of such is physical attacks having some effect on the spells in the job's arsenal. Either cooldown resets, cast time removal, empowerment of the next spell and so on. All of these work in live combat but do not in turn-based RPGs because it'd take too many character turns to set things up.
This is why I argue that we have to look at console RPGs and their elements as completely separate animals from MMORPGs and what those games require to have functional classes. To bring it back to what I was saying earlier, in console FFs you get more bang for your buck having a RDM cast spells in part because turn-based combat doesn't allow for hybrid elements to truly shine; per the limits of turn-based combat, you have a someone with less strength than a warrior and mediocre white/black magic. Live action combat changes that entirely because of a lot of possible mechanics that enter the mix, making the notion of spells generating the best results from a RDM outdated and no longer applicable.
What I said and what you're saying are both assumptions. Knowing the way the developers implement things, I wouldn't be surprised if the spells can only be cast once you're a certain distance from the mob OR have damage penalties based on how close you are to the mob. I find it likely since they would not have bothered to mention the whole range thing otherwise.I think the demo emphasizes nothing of the sort. Honestly. Whether you cast at a range or up close is irrelevant in this case. The range mainly was shown to give a good showcase and give light to the two positional skills they were highlighting. It shows that these spells CAN be cast at a range, people are simply inferring that they have to.
I ignored the "Rapid Positioning" thing because it sounds like meaningless buzz words due to having no context. It would have been nice to clarify things by saying "this job is highly mobile" instead of alluding to other things. Going in and out of melee for its own sake (instead of to avoid ground-target AoEs and boss mechanics) is basically what I described in my other post; melee being token rather than a core aspect of the job. On top of being a poor gimmick.It seems to me that you're taking a bit of flavor footage in isolation to other information we were provided. "Rapid Positioning" was the term used. Which seems to indicate we will be both front and back lining rather frequently.
I'm not denying the advantages of having ranged spells. A RDM would benefit from that in encounters where the boss goes out of melee range since it'd be able to help nuke from a distance. The most common caveat for spells with range is that their use outside of combos/procs is inconvenient and very resource intensive, which is supposed to balance out the hybrid having those spells in the first place (since it gives them a clear advantage over the other melee). Of course, we don't know if that's how it'll actually be to play a RDM.This is where we can disagree again. The ability to cast at range was part of what makes Red Mage a versatile machine.
When you have to give up or alter parts of a concept, you're making a concession. SE did it with BRD when they decided to drop the non-combat song spam in favor of archery with songs. They did it with DRK when they dropped the self-damage aspects of the job to make it a viable tank. For RDM the concessions included moving away from the generalist label to make it fit into one of the three roles. This is why I wasn't making a big deal about things like "RDM is a jack of all trades so it cant work in this game" or anything along those lines; I knew and understood something would have to be changed to make the job possible.You see, I don't view it mainly as a concession so much as an agreement of vision thus far. I make no mistake that this is 'their' vision of Red mage fitting their idea of how it should work.