/10char Cause quotes don't count.Basically the only reason I'm posting is because RDM is fine, BLM has always been a hardcaster, nothing new there, everyone knew what was coming. No idea what's going on with SMN. But if people really want RDM more complex and nerfed, making DPS far less friendly to newcomers, I'll go back to healing and laugh at all of you. ¯\_(ツ)_/¯
I never said I wanted RDM to be more complex or nerfed. Drop your sarcastic rhetoric and get over yourself.
Go back to healer, I really don't care. I will never party with you. I don't even know who you are. It factually makes no difference and has zero influence on my life.
On the same token, RDM has a damn good damage up buff and a res/cure if needed. When a class has their cake and can eat it too, it skews balance as people natively want easier if it is just as rewarding, if not more so, than complex.
RDM falls into a weird spot of not as complex and has utility, but can easily pull absolutely insane numbers. Yet the team's stance (well, on paper) is that utility means less personal DPS.
My only issue is being exactly matched on Black/White mana has no advantages. Verflare/Verholy only work right if you have an imbalance of even 1 mana. It'd be nice if being exactly equaled out maintained the 100% proc, or even gave a 60% proc instead of 30%. But that's just my $0.02 I love this job.
Well the reason it has no advantages is actually one of the things that gives the job more 'complexity'. You should be trying to stay just off balance in order to land the Verflare/holy to get the 100% buff.My only issue is being exactly matched on Black/White mana has no advantages. Verflare/Verholy only work right if you have an imbalance of even 1 mana. It'd be nice if being exactly equaled out maintained the 100% proc, or even gave a 60% proc instead of 30%. But that's just my $0.02 I love this job.
It helps to sway your bw mana balance before you use your finishers. This will allow you to maintain your ~30 bw spread.My only issue is being exactly matched on Black/White mana has no advantages. Verflare/Verholy only work right if you have an imbalance of even 1 mana. It'd be nice if being exactly equaled out maintained the 100% proc, or even gave a 60% proc instead of 30%. But that's just my $0.02 I love this job.
Personally I like RED as it is :/ Why ?
Because it's an easy DPS to play with, especially when you are not used to DPS. If you want more complex DPS they are others that are waaaaaaaaayyyyyy more complicated.
I think it's a good thing to have and easy DPS, pretty much like WHM is the easier healer to play with, it can help people "discover" their job as DPS / heal etc and, once they want more complexity they can switch to another class
People don't know how to take criticism anymore, and bad play is rewarded with with a coddling mentality. Yes, this is a casual game for the most part - that doesn't mean people need to walk on eggshells in fear of getting reported for pointing out things. This whole 'please don't say anything even slightly negative' mentality that we seem to be going towards and the devs seemingly pushing towards it is creating a disturbing trend.
RDM could do with having either its floor or its ceiling lowered. A job that is considerably more forgiving than SMN and BLM has no business being ahead on output.
If the job is intended as the "easy" caster then there should be an incentive to play the "harder" ones.
I think that RDM does not need more complexity, instead I believe that what is needed is punishment for mistakes.
There are only 2 mistakes a RDM can make now that punish them hard, both of which are easily avoidable:
1-letting one of your manas rise much higher than the other;
2-starting your melee combo without enough mana to finish it.
Literally everything else barelly punishes you, unless you repeat those minor mistakes many times. So I've thought about a nice little thing that would add the necessary punishment:
Verflare/holy no longer generate mana, instead they give a X secs buff that increase the damage dealt by your black/white mana generating spells by Y%. This way you are punished by letting your manas even when starting your melee combo, and during the timespam of the verflare/holy buff you would want to cast as many black/white mana generating spells as possible BUT if you go too greed you end up with unbalaced mana, punishing you.
What this change proposes is playing on the edge of the balance of your mana gauge, and I believe it would be a nice little thing to add some depth to the class without making it too complicated or too punishing.
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