After Reading about the next "Player Survey" I find myself even more concerned than before about the prospects of a Well Balanced and Fully functional Red Mage in this game.
If, as it seems, this means that Yoshida's intention is to create a Debuffing Mage who uses a Ranged Weapon I fear the loss of one of the most beloved classes in Final Fantasy history.Caster class (Ranged DD and Debuff)
For Starters, these are the things that come to mind when I think of Red Mage:
Proficient in Melee Combat(I think Sword, but Red Mages have always been good with a variety of melee weapons)
Proficient in Magic Casting(A Blend of White and Black Magic Containing the full spectrum of Magic Types including Healing, Damage, Buffs and Debuffs)
Front-line Mage(Red Mages have always been able to take a hit because unlike the other pure mages they have been proficient with Medium Armour)
Th problems I see with implementing Red Mage in this game with Yoshida's new Class structures is that the Armoury System does not allow for multiple Jobs to use the same Weapons or learn the same Skills and Spells.
This creates a few obvious problems:
Gladiators already have a claim on swords which means Red Mages would have to use a different weapon or the Swords category would have to be subdivided.
and
Conjurer and Thaumaturge already have a lock on the elemental and healing magics, so Red Mage would likely be Restricted to Buffs and Debuffs.
Now, there is the little known fact that Red Mages have always been proficient with Ranged Weapons. If Yoshida were to give Red Mages a Ranged Weapon it would not necessarily be a huge leap. In my honest opinion, however, it would be detrimental to the over all satisfaction of the class type. Casting from the front line brings a whole new style of game play to the players. Having to use a Ranged attack from the back line would be the combat equivalent of a spell with no induction. The variety is lost.
Being a half Melee half Mage is what made Red Mage as popular as it is. To take that away would be a slap in the face of Final Fantasy fans. The class has already lost it's ability to be a blend of Black and White magic, there is no reason to take away its melee too.
Final Fantasy XI only really ran into one problem when it came to implementing Red Mage as a Melee Mage. Melee Damage output was not equal to TP generated by the enemy. A Problem that is very easily fixed.
If it were up to me, Red Mage would have the following Basic Framework:
Medium Melee Damage/Speed - Maintains Balance of Power between melee and nukes.
Medium Nuke Damage - Maintains Balance of Power between melee and nukes.
Subtle Blow style TP Trait or Skill - Melee damage will be low(for a melee) to compensate for spells, this will require a means for the player to not simply feed the enemy TP.
Short Spell Inductions - Close Combat requires Fast Casting to allow for users to react to enemy movements and attacks.
Longer Recast - Balances Short Inductions.
Long Duration Buffs/Debuffs - Allows for Paced Combat, Balances short Inductions and prevents users from being forced into an unending spell rotation.
Long Spell Recasts - Balances Debuff duration and Spell Potency.
Melee > Spell Solo Combos - A unique mechanic best suited for a melee mage.
I implore the Development Team, if you must make a Ranged Attacking Mage, please do not make it Red Mage. This is a Class that is beloved for it's role as a Melee/Mage Half Breed. Its users have always aspired to be on the front line of combat. Do not rob them of that joy for another Ten years. Do not repeat the mistakes of Final Fantasy XI.