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  1. #1
    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 Eloah View Post
    I don't mean this in a negetive way towards you, but you realise that posting that link just gives validity to my claim, and the narrowmindedness/tunnel vision that is solely focused on XI.
    You're attempting to put a label on people who were basically pointing to how RDM was used in FFXI and saying "don't do that". Almost every time it's come up the gist of the discussion included the points "no buff botting" and "more use of the sword". People like me went a step further and pointed to how hybrids were treated in other MMOs and saying "look at these guys and learn from them".
    And in regards to the SMN debate, there is no difference.
    As I said, the SMN problem is more complex because the issue comes from several fronts. The RDM issue is that they implemented the job as a caster with a sword instead of a sword & spell hybrid. One spends most of the time spamming spells, the other ties sword use and spells into a neat package with mechanics and interactions between both aspects of the class.
    Quote Originally Posted by PrismaticDaybreak View Post
    Not that any of the concepts were bad (although I'm sure some were), it's just extremely unlikely that they would've had an influence.
    SE has acted on feedback before. Otherwise glamour would not be in the game, and neither would Hunts ("we want NM's in the game"), Palace of the Dead ("we want Nyzul Isle in the game") or Diadem ("we want Dynamis in the game").

    The devs wouldn't even need to use 1:1 copies of suggested skills or mechanics; implementing the job in the direction as per feedback would have been more than enough. When said feedback included "I want RDM to use their sword more", that's not something that translates into "I want to spend most of my GCDs spamming spells".
    Quote Originally Posted by dinnertime View Post
    Then that means they'll do more damage and would break the DPS Job balance.
    This, pretty much.

    If you make it easier or faster to hit 80/80 under the current system, you need to nerf either baseline abilities or the enhanced sword skills. Nerfing the former makes RDM DPS sine wave between dealing really low damage when building mana and dealing high damage when spending mana. Nerfing the latter makes RDM DPS flatline and renders the mana and spellblade mechanic worthless.

    PS: Just so that we're clear on this, I'm aware that the devs can do whatever they want with the game. It is theirs to develop, after all. That being said, I am also free to criticize them as much as I want.
    (1)
    Last edited by Duelle; 08-27-2017 at 08:23 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)

  2. #2
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
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    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    That's not job mechanic feedback though. Glamours is a paltry model swap and they haven't touched it or mentioned seriously touching it since implementation, I'm not going to go over the others since they're feature requests which are different from rewriting a class, note I specified Job Concept feedback threads. If you want to argue concepts here, RDM never was some fantastical spell-sword weaver, basically it was "Cast or Dualcast whatever elemental spell the boss is weak to until you're out of MP then use attack since there's nothing else to do and I'm out of Ethers" I understand the limitations of turn based gaming since that's pretty much every FF game that included RDM, but it's not like they gave RDM Attack-Cast in FF5, they gave it Dualcast, which again isn't necessarily the linchpin to say "RDM is a caster," that linchpin would be that they implemented RDM as a caster in XIV, they're unlikely to change it because some players have creative differences.

    You'd probably be better off asking for Mystic Knight, again not saying the concept is bad, not saying that RDM does not or does need to be changed mechanically, at this point it is very unlikely they'll be changing RDM since most feedback of how it plays is very positive and they've got bigger job related issues *cough* SMN *cough*
    (3)
    Last edited by PrismaticDaybreak; 08-28-2017 at 10:04 AM.

  3. #3
    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 PrismaticDaybreak View Post
    I understand the limitations of turn based gaming since that's pretty much every FF game that included RDM, but it's not like they gave RDM Attack-Cast in FF5, they gave it Dualcast, which again isn't necessarily the linchpin to say "RDM is a caster," that linchpin would be that they implemented RDM as a caster in XIV, they're unlikely to change it because some players have creative differences.
    And the reason they didn't give RDM Attack-cast or anything beyond Attack and Magic was because it gives the job too much to do, which is not a good thing given how turn-based combat works, combined with the fact that the job system FFs required the devs justifying the existence of more than a dozen jobs.

    When every job is designed as a one-trick pony, you can't put too much on RDM's plate because it creates redundancy in a system where forced uniqueness through gimmicks is the norm. It's why some job concepts tend to come off as torturously contrived, while others are weighed down by limits of the design approach taken.
    You'd probably be better off asking for Mystic Knight
    Given that Mystic Knight is a completely separate beast from RDM, I can't call that a better alternative. It's like asking for Beastmaster and getting Calculator and being told to shut up and like it.
    not saying that RDM does not or does need to be changed mechanically, at this point it is very unlikely they'll be changing RDM since most feedback of how it plays is very positive and they've got bigger job related issues *cough* SMN *cough*
    I haven't seen much in actual reactions, aside from people saying the job either offers too much utility or that Vercure is too powerful for being on a DPS class. Sure, some are content with having something bearing the name regardless of gameplay and mechanics, some are enamoured with the fact the job doesn't have superfluous mechanics like BLM and SMN, but not everyone thinks like that. I'm not alone in disappointment, but others have simply gone back to their mains or simply find the discussion pointless seeing that the developers have committed to the current design.

    Just so that we don't get any more replies to my posts (really, please don't reply to this), I won't be able to reply anymore after this one, as my account has about 12 hours left before it goes inactive. Not a ragequit per se, since this is something I promised myself I'd do back in 2012 when I decided to support this game. Maybe things will change enough someday that I'll give the game a second chance, but I don't count on it.

    Have fun, and give the upcoming content bosses a few good hits for me.
    (1)
    * 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)

  4. #4
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Duelle View Post
    You're attempting to put a label on people who were basically pointing to how RDM was used in FFXI and saying "don't do that". Almost every time it's come up the gist of the discussion included the points "no buff botting" and "more use of the sword". People like me went a step further and pointed to how hybrids were treated in other MMOs and saying "look at these guys and learn from them".
    I am not trying to label anyone. But if people are basically saying that XIV's iteration of RDM is wrong because "it's not a real RDM" then they are misinformed. Every FF game has a different iteration of each job that fits its needs.

    As I said, the SMN problem is more complex because the issue comes from several fronts.
    The SMN problem is not complex. the issue with SMN is the execution not the iteration. If people said that XIV's version of SMN isn't a real SMN, and people are starting to do the same thing with RDM, then the arguments are exactly the same.

    People are allowed to not like these iterations, and they can offer suggestions/ideas of how to better them. And they are allowed to indicate that they like one iteration (possibly XI) over this and other ones. But, you can't blindly say that one version isn't truer than the other, when throughout the series that is not the case

    Again I use the example: You don't see people complaining that SCH has a fairy.
    Because in the other games SCH never has a pet, or are dedicated healers

    The RDM issue is that they implemented the job as a caster with a sword instead of a sword & spell hybrid. One spends most of the time spamming spells, the other ties sword use and spells into a neat package with mechanics and interactions between both aspects of the class.
    In regards to the RDM issue. There is no issue. RDM has and always will be primarily a caster, it's right there in the name Red MAGE. They have always had higher physical stats compared to the other mages, but it was still lower compared to the dedicated physical damage dealers; they share this trait with Geomancer. RDMs are not Mystic/Magic Knights, who are physical damage dealers.

    Just like in every FF game each job conforms to meet the needs of that particular game. And RDM especially since its a middle ground job is given some unique treatments so that they remain in play for a long time. Dualcasting in V, Enfeebling in XI, BP recovery in BD, Spell Blade in Dimensions, and I'm sure there are others.
    (3)
    Last edited by Eloah; 08-28-2017 at 09:33 AM.

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