@Arutan
He seems to think Red Mage has long cast times, so must be the case? No idea why anyone would hardcast
Red Mage is not blm, slow casting is non existent on Red
@Arutan
He seems to think Red Mage has long cast times, so must be the case? No idea why anyone would hardcast
Red Mage is not blm, slow casting is non existent on Red
They're going to nerf RDM and make BLM's rotation not be the 3.x hopefully.
RDM should not be able to raise multiple players faster than healers can with no penalty besides a hit to their MP.
Leveling RDM myself, I am in agreement that it needs nerfs, because its damage is WAY too high for all the utility it has. But rather than a straight up nerf, I think a damage redistribution would be better. Here's what I'd do:
- Drop potency of Jolt II/Veraero/Verthunder by 25 (I don't include Impact/Fire/Stone since they're procs)
- Increase Enchanted Riposte/Zwerchhau/Redoublement potency by 40-50.
- Increase the amount of white/black mana that Impact generates from 4 to 6 so that it's more than a proc-based improved Jolt.
- Increase proc rate of Enhanced Scatter from 25% to 40%.
- Increase Fleche CD to 45 seconds OR drop potency to 300.
Rewards RDM that have effective management of the balance meter, especially where Manification usage is concerned. And if watching other RDM is anything to go by, most RDM don't manage said meter effectively.
Upon further thought, adding a 30 second recast timer to Verraise wouldn't work since it's a spell and not an ability. If the devs converted it to an ability, it'd become an instant cast skill, which also means it'd no longer have anything to do with the doublecast mechanic. What's probably more fitting is that Verraise should require 10 White Mana to cast. The actual MP cost of the skill should be slashed in half to compensate. RDM still gets to retain its ability to raise multiple players better than healers can, but doing so will result in a MASSIVE personal DPS loss, so it should be a last resort thing. As it currently is, I see healers yelling at RDM to raise first, and that doesn't rub me the right way.
Fleche should also be nerfed in some fashion. I dunno about you guys, but a 420 potency oGCD on a 30 second cooldown that has absolutely nothing to do with their meter management (or any other skill, for that matter) is disgustingly high, and would be a pretty big contributing reason why RDM has higher practical damage output compared to SMN and BLM. For comparison, Bard's Sidewinder (another oGCD that doesn't have anything to do with a meter) has 260 potency on a 60 second cooldown, AND it requires both DoT effects to be on the enemy.
Power creep is bad because some things are just so broken that no amount of buffing other classes will fix the issue without causing design problems for the rest of the game. I witnessed this concept taken to the extreme in a different game, and it decimated the community in the long term.Its the launch of an expansion. The odds of all classes being balanced is pretty poor. So, what you do is, you plan for the future. Introduce the buffs needed to bring the classes to the same levels of performance or close enough that they can compete with one another. Sacrifice the balance of existing content. Then, for the first major patch, 4.1, you tune the new content around the now balanced classes.
Very simple process.
I don't believe RDM is THAT broken to discourage power creep mentality outside of Fleche and its uncanny ability to raise better than healers can, though. On the other hand, Astrologian Balance is definitely one of those things.
Last edited by SaitoHikari; 07-15-2017 at 03:06 AM.
As a RDM main, I have no problem with them taking a nerfbat to the face.
Wait, you mean 570+ potency every three seconds and more support quality than SMN could ever dream of is perfectly reasonable? Yeah, I'd be amazed if it wasn't nerfed at this point.
I've never really understood why people want jobs to have complicated, long rotations. I had to stop playing BLM in 3.0 when it went from a fun job where you blow things up to one where you have to constantly babysit a buff while moving and having bosses become un-targetable or running out of trash. DRG and MNK have almost never been fun for me.
Most of the problems people have with both RDM and SAM is that they're a lot easier to play than their previously-implemented counterparts, and that makes sense - you shouldn't have to work three times as hard for the same or worse results. But while a nerf to those would solve it, and buffs to the counterpart jobs would be preferable still, I'd like it if they just simplified most everyone else (like they said they would but didn't). I realize this puts me in the minority, I just don't really understand why.
A RDM who raises six people may be out of mana - but you'll have six people up who weren't before. If the tradeoff is between having the RDM sit out a while and do 0 DPS, or having six people stay dead on the ground, I'd say the answer is pretty obvious.RDM's utility is largely based in reducing its DPS output. Sure a RDM can raise 6 people in the time it takes someone else to raise 2, but will they have any MP left afterwards? RDM has no in-built MP regeneration, it relies solely on potions and Lucid Dreaming. Unlike BLM with infinite mana, RDM has finite resources that, once depleted, render the class useless. Yes a good RDM knows how to time their use of Lucid Dreaming and not to raise people who just keep getting killed, but the job still has finite mana.
It's a moot point, though, because situations where a RDM even has the opportunity to raise six people generally aren't going to happen outside of a 24-player raid. The point I was trying to make is that RDM's raise is fast, and it is always available - something that can't even be said for dedicated healers. It's why I think Verraise is going to get a nerf, even if in all other regards other jobs are brought up to RDM's level rather than RDM being brought down to theirs.
Not sure what you mean. For any RDM with an ounce of sense, Raise is instant cast. It could have a thirty minute cast time, and it'd STILL be overpowered in the context of RDM's playstyle.
I main Red Mage Because I Enjoy The Playstyle, Take away embolden, verraise, and vercure I wouldn't care. I'd still progress through all content, but I guarantee Most will Still Have Complaints because some feel its kicks you out of a raid slot, or has a 123 rotation (all jobs are basically 123). I played monk when people only wanted bards for coil I progressed, I Scholared when Holy Was the only Dps A Healer Should do, I Unleash My Inner Beast When Warriors were Considered weak... All Of The clunkyness and crappy Actions are Because of people who scream nerf it, it makes my job not be viable... If You. Can't Progress Raise your skill level, as I said earlier I Havent Come Across a red mage yet who has out dps'd me. Sam is a different ball game, even then I don't care... Its just my opinion and observation but in the four years I've played, all I see is people trying to enforce what the so call meta or whatever is popular 3.57 a lot of jobs were in great places now look where we're at
So RDM has a mana glitch, that needs to be fixed before any talk of nerfing the class.
Right now people look at the logs, claim OP, when there is a glitch being abused allowing for more use of RDM's burst combo which leads to more verflare/verholy which drastically increase the DPS on the logs.
Once the glitch is fixed then we need to see what happens to the logs to see the real DPS level when the class is functioning as it should be mechanically.
Dps jobs are not differentiated enough to allow them all to be viable. They all do the same thing. Just like there will always be one tank that is not as good because one will be king of dps and one will be king of damage mitigation. As more dps jobs get introduced more classes will get phased out.
Well, arguably BLMs are Kings of AOE damage. SMNs are Kings of DoTs. RDMs are Kings of Single Target Damage.Dps jobs are not differentiated enough to allow them all to be viable. They all do the same thing. Just like there will always be one tank that is not as good because one will be king of dps and one will be king of damage mitigation. As more dps jobs get introduced more classes will get phased out.
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