
Originally Posted by
YokeM
Your ideas sound great. It's too bad that you are largely ignored.
The story of my life. ~_~
I've made some tweaks to the OP.
Having done some tests and looked at the gameplay, I'll post some initial impressions of the job so far. I'd rather do it here than to make a new thread about it, specially since I'm not going to exactly gush over the design.
- Mana gauge: It might be the way the gauge is laid out, but it is VERY distracting. The fact that you're managing two bars doesn't help, and neither does peripheral vision. Unless the job is meant to sometimes go off-balance, but I find that unlikely. If there's a way to turn it sideways to make it easier to see (since I'd put it over my actions bars), I've yet to find it. Even Weak Aura-style bars would be better than what we currently have.
- Corps-a-corps & Displacement: As I predicted, forcing the job to make rotational use of mobility was not a good idea. Again, telegraphs and other mechanics are not going to be fun to deal with, and will intervene with your 3 GCD combo if you hit 80/80 at the wrong time. Sure, 80/80 means you have some wiggle room since you can try to get close to the mana cap without going over while waiting for an opportunity to rush into melee range, but gameplay-wise you're stuck in limbo. Which ties to...
- General gameplay: You can't stay in range because you'll cap out in mana, but you can't stand in melee unless you're 80/80. Auto's deal pitiful damage so you can't even use that to justify staying near the target to cast until you hit 80/80 to combo the mob. Jumping in and out sounds cool until you realize that this game has telegraphs and other things to look out for in a fight. It looks good on paper and I guess it has a "cool" factor if you're willing to ignore that it's a very impractical approach to combat, but I find the execution lacking since it tries to tie two styles of gameplay in a way that doesn't really work. There's a reason why "ranged/melee" hybrids tend to buy the farm; they're almost as bad from a design perspective as melee healers. Funnily enough, this design would actually work better in a game like FFXI where you don't have much in the way of mechanics to worry about.
In before "they can still patch it/you don't know how to play/it's only the first day of the expansion/I accept everything SE gives me without question/Yoshi-P is infallible/wait until lv70/just quit the game".
PS: For those curious, the skill spread for RDM is very close to how jobs were designed for ARR and Heavensward. RDM has the same pace of growth as a GLA or CNJ from lv1-30. The job has no other skills past lv30 aside from those that correspond to the ARR/HW job quest abilities (35, 40, 45, 50, 52, 54, 56, 58, 60). It also does not have two lv30 abilities (unlike a GLA which got Shield Swipe from the lv30 GLA quest and Shield Oath from the lv30 PLD unlock quest).