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  1. #111
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by EdwinLi View Post
    A bit off topic...
    to jump back.

    Back on topic...

    Well looking at it this way the most effective way to handle Red Mage once they get their melee skills would certainly be to keep the Red Mage Melee Range so it does not need to waste time running back and forth between melee and range combat. This way the Red Mage can get strait to their melee attacks and chainspell attacks much faster and only need to "Repelling shot" if things are safe to jump back.
    It's interesting to find out exactly how RDM positionals will come into play, should they exist. Part of me wants to say there should be a penalty to dmg if casting in melee range, because something needs to force the rdm to retreat back into a ranged stance, otherwise what is the point. The other part of me though doesn't see a big issue with not having a penalty because it is generally bad practice for ranged fighters to remain in melee range. A future vision I have of bad rdms, and complaints about rdms are those who refuse to move out of melee range to cast.

    The penalty for remaining in melee range while casting will likely be around the same as it is for our current positional fighters, and certain mechanics and bosses take away optimal positioning. That is just how it is and part of how difficulty is engaged. The difference here though is taking a penalty on something with a cast time.

    In any case, the video suggests that optimizing rdm requires tactful positionining, and I am quite sure that in the end, a big challenge with playing rdm will be using these draw/retreat methods of positioning along with proper timing and coordination of their abilities. It would be crazy boring if a set rotation forces you to use the draw/retreat instead of giving that flexibility to the rdm to choose when it is the best time to.

    Not going to lie but if that "Repelling shot" skill is a required combo skill for Red Mage just to get into proper distance I will be laughing like crazy when a bunch of Red Mages "jump" off to their death on Primal Fights or any Dungeon Boss Fights that have dangerous zones that made the stage too small
    Back flipping to their doom? I'd honestly laugh so hard whether I see it, or do it myself. Enjoy those derps while they can be laughed off! "p
    (0)
    Last edited by Gemina; 12-27-2016 at 05:35 AM.

  2. #112
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    From the RDM preview, it looks like the RDM will have a gap-closing melee ability. Maybe the end/ finishing move of their 1-2-3 rotation?
    (0)

  3. #113
    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 Vexander View Post
    You don't see that in any other FF game, and I think it makes for a very interesting mechanic.
    There's something to be said for rejecting difference for its own sake. It does look a bit weird because the alternative would have been the RDM using their free hand to cast spells (which IMO would have been just fine). I'm not too bothered by it since I instantly thought to myself that someone on the dev team has played Bloodborne; the RDM weapon is basically the Rakuyo but with a jewel instead of a dagger off-hand.

    Personally, I wouldn't have gone with the Agrippa-style stance. Partly because I'm not a fan of floating weaponry, as they look very impractical in combat. I'd have gone with a stance derived from Capo Ferro (tucking the off-hand to the chest while holding the jewel, or preferably a short scepter), especially since Capo Ferro involved use of the free hand (sometimes to grapple, sometimes to knock the enemy's blade out of the way) so it'd be fitting to cast weak melee-range spells using the offhand, combine both to cast the bigger spells, and so on.

    As for the limit break...
    (1)
    Last edited by Duelle; 12-28-2016 at 09:44 AM.
    * 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)

  4. #114
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gemina View Post
    ----
    In my opinion I don't think they may go with the positioning mechanic but instead go for a Stack Buff mechanic with one providing a boost to melee skills by building it through using range skills then a seperate for the range skills by using melee skills to stack the buff. However, this could get a bit iffy on fights with heavy AoE and constant movement since most fights currently expect players to stick with Melee or Range but never both thus the push on Heavy AoE mechanic bosses in 3.X.

    Or they could go with.....


    a type of stance switch mechanic where players set up their stance by casting it then certain skills will change the stance for a certain combat style. For example using what we see in the Red Mage Trailer as visual image, the Red Mage cast itself into a Range stance and during that stance they get a boost in faster cast time along with chainspell effect and a damage boost to their range skills. Then they use their Charge skill to go into melee range for battle which then the skill will automatically switch the Red Mage Stance into its Melee Combat Stace thus they get a increase to their Melee Damage and a melee chainspell. Then they use their "Repelling Shot" skill and jump back which then their stance is switched back to Range combat Stance.
    (0)
    Last edited by EdwinLi; 12-27-2016 at 11:04 AM.

  5. #115
    Player
    FeliAiko's Avatar
    Join Date
    Aug 2015
    Posts
    591
    Character
    Feli Aiko
    World
    Odin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by myahele View Post
    From the RDM preview, it looks like the RDM will have a gap-closing melee ability. Maybe the end/ finishing move of their 1-2-3 rotation?
    The gap closer was an oGCD, not a GCD. Same thing with the Repel Shot-like move. You can tell because of the blue flash/aura that appears around the user shortly before the skill animation (indicative of oGCDs; GCDs meanwhile generate a yellow aura flash, which you see with the multistab move).
    (1)

  6. #116
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    So one thing that comes to mind, what about the limit break? Would it be like what we saw in the story quest battle or something else all together?
    (0)

  7. #117
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    I'm going to be very pissed if RDM doesn't have support healing skills.


    RDMS ARE MEANT TO BE HYBRIDS
    (3)

  8. #118
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by AlexionSkylark View Post
    I'm going to be very pissed if RDM doesn't have support healing skills.


    RDMS ARE MEANT TO BE HYBRIDS
    They might be able to cross class cure or physic
    (0)

  9. #119
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by AlexionSkylark View Post
    I'm going to be very pissed if RDM doesn't have support healing skills.


    RDMS ARE MEANT TO BE HYBRIDS
    They've shown that their happy to neglect the physical 'attacker' portion of the job, I don't believe that they're gonna have much heal support.
    (3)

  10. #120
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    They've shown that their happy to neglect the physical 'attacker' portion of the job, I don't believe that they're gonna have much heal support.
    You take that from a 30sec clip that shows like 3 attacks. Calm down there :P
    (3)

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