I guess I should go RDM too! No effort required, no punishment like Aetherflow and the bosses can't laugh into my face as they currently do when I wanna get a full Fire rotation through.No thanks. The beauty of RDM is how simple it is. I absolutely love how the class has no DoT maintenance whatsoever and no overly complex string of buffs to do optimal DPS. Just like you ask for another to not take away the complexity of decision making of other classes, do not instill your favor of complexity.
And sick damage on top of that!
Why be BLM or SMN at all right now, El oh El.
I'm overrall happy with RDM, but as a gripe I -do- wish that you didn't lose the ability to use verflare/holy if you accidentally start casting a different spell (even if you cancel the cast)
From an increased complexity standpoint, having a situational incentive to unbalance your mana (keeping in mind the difficulty in returning the balance from the decreased mana gain penalty already in place) could be interesting.
I don't expect RDM will get anymore complex until 5.0 with new abilities. I'd like to have a new aoe spell to break up some of the scatter spam. I'd like something to let us use our melee combos more often. one more ability to spice up our mana generation phase.
I'm with you.
Verflare and Verholy and VerFire and Verstone and Ver Aero and Ver Lightning.. Need some variation. Just a smidge to make them more interesting to use.
I personally want them to increase the base damage of our sword skills and find something interesting to do with the enchanted versions of them. Making them more useful other than be a three button combo that you press every few minutes.
The class is fun. FOR SURE!
But it needs more choices more variation.
Playground antics aside, it's a nice change to have something less complex. Most of the other DPS classes only got more complicated, then scaled slightly back for Stormblood (but that does not mean less punishing if you mess up- look at DRG and SMN). I guess there's a reason SAM and RDM were both made 'simple' in comparison.
Don't know if this was suggested yet, didn't read the whole thread sorry but i think something like :
"If you have 20 more black mana than white mana and at least 30 black mana and cast verfire, your next verthunder is enhanced and applies a dot".
That would require some potency tweaking, but i think it would be neat. Problem with RDM is how simple and without any risk it is. Absolutely 0 punishment or whatsoever and i hope SE either fixes that on BLM & SMN or adds risks & depth to RDM. The thing that happens when you do more one mana than the other cannot really be considered a "punishement", it's that low of a value and you'd have to be really derp to rush one and not the other.
The only thing I really find disappointing about RDM is that the melee combo is just a short burst phase with no real decision points at all. When I heard about RDM originally I imagined a class that spent far more time in melee that it currently does; what they have is fine, but isn't really what I was looking forward to when it was announced.
I don't need the insanity that was old NIN or DRG and I probably wouldn't play it if it was that complex, but melee as it is right now feels lacking - even for a burst phase. If they want to keep it as short as it is or not add reasons to be in melee when mana is lower, even something as simple as interactions with whichever mana was higher going into it would be a welcome addition.
I'd really like them to push the traditional red/white choice aspect of the class. Give us limited traditional whm/blm spells. Lock out the opposite. You choose white, you can't use black. And so on.
They would need to be at reduced potentecy. That's how RDMs always worked
I'd also rather them push the support aspect. Not sure how to accomplish this without stepping on BRD/MCH toes. Maybe give us a special 'balance card' style buff that works for magic only. Just off the top of my head. Embolden is great, but 1 2min CD does not a support-ish char make.
They can fix our insta-rezzes by simply upping the MP cost of our raise.
I don't think most of this is accomplishable without alterations to the UI/Job/Skill screens - so meh.
WTB Support class. I miss you FF11 Bard. Come back to me.
No idea where you got the idea from that we would be spending more time in melee. It has always been announced as a caster dps. If they said melee then I would understand your disappoint, but they didn't.
Also, OP please don't touch this job what you suggest is a convoluted mess. I for one, love the job the way it is. I get annoyed when every job plays the same. Adding a dot for the sake of "complexity" (yeah right, not complex, just an annoyance) isn't going to do anything, but make it seem to much like every other job. Not every job needs a dot, just like not every job needs a buff skill or utility. If you want a more complex job, then go ahead and play one of the more complex jobs. Oh and yes, I am over using the word complex on purpose, because this is the word that is constantly being thrown around even though they don't seem to understand what it means.
-rant over-
Honestly, the only "complexity" I might enjoy with this class, is a "stance" that turns our spells into Black/White aspected Sword attacks, with some sort of mechanic that would require us to constantly switch between casting and melee.
a furthering of the RDM's melee burst mechanic.
beyond that, leave the class as is. just add notifications on the Balance meter for Verfire/Verstone.
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