Based on what I've seen from the Yoshida footage and the document put together for RDM, we currently have 23 RDM skills based on icons alone, 5 of which we don't know the effects (though 2 of those are almost certainly Not-Flare and Not-Holy). At 60, we have a total of 28 skills (18 baseline abilities, 10 quested abilities), so there's not much space to work with. Of course, we don't know exactly how many new skills we'll get for the lv61-70, so there is that.
Overall, we've seen 18 skills in action (one of which is lv66), 2 skills we sort of know, and the rest are still a mystery. I guess it's possible we're in the dark on at the least 10 skills.
Based on what is known, the least work-intensive way would be to nerf spells a bit and increase mana generated per cast (assuming that the enhanced sword skill combo is the "burst phase" as some have theorized). That should sort of even out casting vs melee uptime while keeping damage output the same, as you'd be hitting 80/80 more often but dealing less damage from spell-spam; the downside being that it would make RDM more bursty.Secondly, it's always possible that if the community makes enough noise and complains enough they'll change the design. Brd and Mch losing their cast times is proof of that. I certainly plan to advocate for more melee abilities if it's as limited as it appears on paper.
Anything beyond that would probably call for a redesign of how black/white mana work combined with how sword skills relate to spell use.
You're trying to twist what I'm saying into something unrelated.
Looking at things like enspells and buffs in general, you run into the issue of wasting turns. I could give you a RDM in a console FF that has enspells and Saber and Temper in addition to black magic nukes and white magic heals/buffs, but the problem is that to prop that RDM up for melee in turn-based combat, you're wasting three turns (assuming you don't have a second character that can at least cover one of those buffs) before you even begin to use attacks. To justify spending 3 turns just buffing up would require attacks or special skills dependent on those effects to deal a huge amount of damage. Looking at it another way, if you have the choice of wasting 3 turns to prop up melee or spend it casting something else, 9.5 times out of 10 you're going to choose casting something. Looking at it yet another way, why waste turns with a RDM when you could get direct damage via a fighter or a class with higher base damage?
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). From a design perspective you don't need to keep the elements of the job segregated from each other like in the console FFs, which is why I argue that Enspells and Phalanx were a step in the right direction for the job; it demonstrates the link between the job's "trades", and that is further expanded on with the aforementioned mechanics.
My point was: that's all they were there for. FFV's Mystic Knight exists only to cast spells through swords. You can't compare that at all to a job that uses sword, white magic and black magic. Sure, if you chop off the white magic and limit spell use just whenever the sword swings then yes, you can remotely compare RDM to Mystic Knight.That's what "Casting Spells with Swords" does. I'm beginning to doubt your experience with Final Fantasy extends much past Final Fantasy XI. In their quintessential incarnation, Final Fantasy V, Mystic Knight's spells added magical damage to the physical attack calculation.
For the record, I've played most FF games with the exception of II, III, Crystal Chronicles, Tactics Advance, the XIII trilogy and XV. And I couldn't finish XII because I found the voice acting atrocious.
Again, console FFs design their jobs to generally be one-trick ponies. Generally speaking, Dualcast is a gimmick. Sure, it made some ridiculous combinations with other jobs, but without it there would be no point to leveling/mastering a RDM.It should be noted that the very same game is the one that debuts Red Mage's most defining trait - Dualcast, which has evolved into Chainspell over time.
Wanting to go to the logical progression of a sword & spell hybrid (combining the trades through interactions between them and mechanics to support said interactions) is not wanting to be a mystic knight.And those limitations are irrelevant to the actual premise of your argument, which is to say that Red Mage should be more like Mystic Knight.
That's...how criticism works. Criticism is formed based on critical spectrum (AKA what you've seen before), knowledge of the medium (including other examples that you'll compare the subject matter to), and a big dose of opinion.I challenge that. I'd say you praise them when you agree with them.
You seem to be bothered by the fact that I don't like what's been presented. Also, you don't need to feel insulted for the devs. They're grown men and women and can take their lumps like everyone else. I'm just one guy, after all, and they likely would never read this thread, much less take anything in it into account when making decisions.
Last edited by Duelle; 05-30-2017 at 08:21 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)
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.
RDM design seems just fine. Currently writing a "simulator" of sorts to go through and pick optimal skill pairings based on current state. On initial rotation, assuming we burn the 2x mana skill, we take between 8-10 GCDs to get get into melee. Without the 2x mana skill, we take anywhere from 16-19 GCDs to build up to 80. Likely conclusions are:
- 2x Mana cooldown is moderate length (30s - 60s), we go Short rotation -> Long Rotation -> (Repeat)
- 2x Mana CD is very short (15s - 25s) any double every 40ish > 50ish >Repeat
- CD is long (1min+) and we have a separate mana-dump to build to that *isn't* the core Spellblade combo
- Moderate/Long 2x Mana CD (30s-60s+) and doing just the 1 -> 2 melee combo is a DPS increase instead of waiting for the full 80 (so goals become 40 > 55 > Repeat)
- Combination of some of the above
Seems fine to me. Our AOE rotation is likely Shatter Spam -> the melee that wants 30+mana -> Repeat, whichever resource runs dry first (MP or TP), spam the other. So each one is primarily a spellcasting rotation with melee flourishes. This makes fits with how RDM has been in every previous Final Fantasy.
I'm so excited! I love Black magic but I don't like BLM rotation and how they just sit and nuke so I'm looking forward to RDM and how they can dabble in both White & Black magic! ANd they seem very mobile so I'm supperrr excited to run around and blast some spells. Don't care for swords tho :P
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.
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)?Procs? Sorcerer does it in FF5.
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).
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.Instant cast buffs? Um double cast.
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.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).
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.Secondary effects? Um mug, deal damage and chance to steal an item or gil.
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.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.
* 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)
OK unless i'm miss understanding the following:-
It seems like you can jump between casting and melee at will it just the melee abilties will be a lower potency if you do try and do this. but to get the most benifit from melee you need to charge the "balance" bars
Age of War
OK I have found one issue right off the bat after looking over all the skills, this mght be down to lack of knowledge of role skills, but there seems to be a lack of TP and MP gernerating skills.
yes there is a cure and raise but for the record THIS DOES NOT MEAN WE ARE BACKUP HEALERS
Age of War
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