


Yeah, that Chainspell stuff allowing for instant-casts and having you go into melee range to expend your Mana Bars on Spellblade abilities REALLY locks you into being just another turret. For shame, SE. =PWhen I learned RDM was going to be yet another turret-style caster job ala BLM and SMN, my expectations for it dropped into the gutter. Nothing SE has shown so far has done much to help it crawl out of the sewage. I'm not expecting much from RDM, and it's been a huge disappointment for me.
That said, I'm complaining about a job that is not yet released. It's possible that it may actually be fun to play. We'll see.



Would you rather it be described as 90% turret, 5% dashing, 5% lack of originality? Because I can certainly call it that.
In all seriousness, the only thing that the trailer did was make me hate the Red Mage even more. It's a complete waste of an interesting class and concept and I'm boggled people will accept such a generic lackluster design...
Last edited by Thunda_Cat_SMASH; 05-26-2017 at 04:45 AM.


How can you say 90% turret when over 50% of its abilities will be instant cast, allowing for a greater range of movement? Stand still for 2 seconds to cast a spell to proc chainspell and you then have a whole GCD to move around until you need to again, weaving in Swiftcast if you -really- need a lot more movement. RDM will be a highly mobile caster. I'm not sure how it, 'Lacks Originality,' either. Can't say I've played MMOs where a class was designed around mechanics that combine in a manner like this.Would you rather it be described as 90% turret, 5% dashing, 5% lack of originality? Because I can certainly call it that.
In all seriousness, the only thing that the trailer did was make me hate the Red Mage even more. It's a complete waste of an interesting class and concept and I'm boggled people will accept such a generic lackluster design...



The majority of its mechanics will revolve around sitting in one space until you actually need to move, IE Being a casting turret. You'll occasionally be able to move a small amount when your mechanics bring you into melee range and then back out as quickly as a jalapeno at taco bell, but beyond that you won't be doing much movement, so you'll just be a turret. Therefore, 90% turret is an accurate assessment, as I define a "turret" as a job wherein mechanics encourage you to stand in one place for extended periods.
Being able to move when you don't need to doesn't make you not a generic caster.


No offense, but your definition means every Job is pretty much a turret... There's no reason for tanks to move when they've got the boss in place except to dodge AOEs, or for melee DPS to move from behind the boss except to dodge AOEs, and no reason for ranged to move unless its to dodge AOEs...The majority of its mechanics will revolve around sitting in one space until you actually need to move, IE Being a casting turret. You'll occasionally be able to move a small amount when your mechanics bring you into melee range and then back out as quickly as a jalapeno at taco bell, but beyond that you won't be doing much movement, so you'll just be a turret. Therefore, 90% turret is an accurate assessment, as I define a "turret" as a job wherein mechanics encourage you to stand in one place for extended periods.
Being able to move when you don't need to doesn't make you not a generic caster.


But that's the same for every job. You're not going to move as monk unless you need to dodge, or do a positional. Same thing with DRG. You're not going to move as a tank unless you need to pick up more adds, or move the boss into a position.
No one moves during a fight unless they need to.
and with Red mage, since 50%-75% of the casts will be instant casts, it has way more mobility then either BLM or SMN.
If we're going to call these jobs turrets because they don't move unless they need to, then yeah, every job is a turret.



Tanks kinda have to turret due to their requirement of keeping the boss still, so it is what it is. Melee mechanics are pretty much constantly revolving around moving around the boss, so they aren't turrets. Neither are ranged for similar reasons. BLM/SMN/RDM? 90% casts, 90% turreting, 90% being an unoriginal caster. Being a turret goes against what an RDM is.
I was hoping that RDM would be something revolutionary for XIV. RDM is almost always definined as a "jack of all trades", so I was hopeful that RDM would be a true hybrid. That'd be something remarkable for XIV, and perhaps something to herald in a new era of job design!
I wanted to be on the front lines with a rapier all the while - that's where RDM belongs. I wanted white magic that wasn't a cop-out of "well aero is white magic in XIV" - Cure, Regen, Dia. I wanted elemental black magic too, but something quick and stylish to weave in amongst my melee strikes. Thematically appropriate self-target buffs with the classic names - Haste, Temper, Bravery, Refresh. I wanted to ensorcell my blade. Some RDM staples - Doublecast/Fast Cast/Chainspell. I wanted something special!
Of course, it's hard to see what there is from the limited information that has been provided, but it looks like BLM 2.0. Throwing colourful lights at a thing until it dies. There's nothing wrong with that, but it's not RDM. Even the melee strikes look more like spell effects than sword swipes - a reluctantly-given concession to an unwelcome RDM history? 95% of the time the sword is a staff anyway, which is a fun idea but disappointing, and inappropriate for RDM. And why do I have to "balance" my "white" and "black" magic in order to stab something? It's nonsensical.
I mean, it's what I expected, but...
I'm just frustrated by the whole thing, really. I cannot get over the mindset the XIV developers have regarding jobs. Completely changing classic jobs just to cram them into the needlessly restrictive XIV paradigm. If they want to make things "new" and "different", as they've said in the past in numerous interviews, then they shouldn't be slapping on a classic FF name just for marketting purposes.
Way to contradict yourself since Ranged are able to move but they don't need to, they can do their skills from the same place during the entire encounter except for moving out of AoE like Casters.
But hey if it helps you sleep, you can keep your weird view on the matter.


Melee jobs only have to move when they are doing positionals. Other than that, you will find them at the boss' rear, and according to your logic, since melee jobs only move when they need to, its considered a turret.Tanks kinda have to turret due to their requirement of keeping the boss still, so it is what it is. Melee mechanics are pretty much constantly revolving around moving around the boss, so they aren't turrets. Neither are ranged for similar reasons. BLM/SMN/RDM? 90% casts, 90% turreting, 90% being an unoriginal caster. Being a turret goes against what an RDM is.
Ranged jobs actually don't have to move anywhere for the same reason casters don't. none of their moves require them to be in a certain position of the boss. So unless they're dodging AOEs, they can literally stand in the same spot to do their entire rotations. That would also make them a turret.
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