Results 1 to 10 of 93

Thread: #RIPRDM

Hybrid View

  1. #1
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Duelle View Post
    Moving into MMOs (specifically decently-paced live combat), RDM doesn't have those mechanical limitations because now you can throw in procs, instant-cast buffs, combos and secondary effects (all of which are generally not part of turn-based systems).
    I think the problem is that you don't seem to understand that mmo combat is mostly turn based. FF14 is basically just an FF game with a 2.5 second ATB. RDM has existed in FF game with ATB systems and it still remains largely a caster. You don't think you can do anything you listed in an ATB system? Bull crap. Procs? Sorcerer does it in FF5. Instant cast buffs? Um double cast. You can cast spells without consuming the ATB gauge. Combos? Not hard to keep a list of previously used abilities(this was more a limitation in the past when memory was a real concern). Secondary effects? Um mug, deal damage and chance to steal an item or gil. They could have done any of this is past FF games, but instead went with a more caster oriented direction for RDM throughout FF history.

    i would say the fault lies with you for expecting a RDM design in ff14 that strongly departs from RDM tradition and is basically a radical redesign of the class.
    (1)

  2. #2
    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 Yorumi View Post
    mmo combat is mostly turn based.
    I agree and disagree. The GCD simulates character turns, but removes a lot of the inherent delay and waiting (because in turn-based combat you have to literally wait for your turn and are sitting there until the other animations finish playing. In live combat, it's all you.
    Procs? Sorcerer does it in FF5.
    Does Sorcerer/Mystic Knight have procs upon hitting Attack that facilitate other actions (say, hitting Attack has a chance to make the next use of Magic Sword to cost no MP)?

    The example that comes to mind for procs is the Art of War mechanic. Attacks cause the next spell to be instant cast. Which means you're not getting procs unless you're hitting the target, and can go either way with it (either give spells a short cast time but make them strong during AoW procs, or give them long cast times to encourage the player to use them with the proc rather than without).
    Instant cast buffs? Um double cast.
    For buffs, what comes to mind for me would be something like Enspells acting as a stance or oGCD buff that you can activate to then consume or increase damage output from melee. Things like Embolden also fall into this category.
    Combos? Not hard to keep a list of previously used abilities(this was more a limitation in the past when memory was a real concern).
    I meant along the lines of weaving spells and sword attacks. You could have Cross Cut => Chant du Cygne and the option of finishing it with Millionstab or Val Fire, for example. Spells could also gain specific traits when used mid-combo instead of on their own or as finishers. That's not something turn-based combat can implement.
    Secondary effects? Um mug, deal damage and chance to steal an item or gil.
    More like, say, casting Val Thunder on a target and it adding lightning elemental damage to your weaponskills for a set duration. I'll admit that this last one could sort of work in turn-based combat, though you're right in that few have tried it.
    i would say the fault lies with you for expecting a RDM design in ff14 that strongly departs from RDM tradition and is basically a radical redesign of the class.
    Given what was done to SCH and SMN to get them into the game, I'd say the precedent for shifts in mechanics was set about 4 years ago when ARR launched. So trying to use "tradition" doesn't work here. And I've always argued that the transition from console FF to MMO FF is not a 1:1 transition.
    (0)
    * 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)

Tags for this Thread