Ok I have been reading the forums for awhile now, and I have still not seen one good reason why RDM should be nerfed.
DPS is about play style, RDM is easy, and many players enjoy easy class with decent reward. As a non rdm player, I don't mind this. A class that anyone can pick up and be decent with makes grouping with them easier and better for myself.
This whole. "If it is easy and rewarding players will flock to it." is just silly, that is a design flaw with the other classes not being fun for the reward it offers. That is not a rdm problem.
Classes like RDM are needed for mmos.
I think the argument runs like this.
(i) If, out of 3 classes competing for one place, one is objectively easier to play and does comparable damage, that class becomes the default choice for progression-oriented players. Easier rotation means more attention to mechanics, more attention to communication and a greater capacity to react to unforeseen mishaps.
(ii) Job balance has the greatest impact on progression-oriented players (no-one else will bench a job they enjoy for a minor performance increase) and balancing decisions should therefore, in particular, consider the interests of that player group.
Now, point (i) I think is hard to argue against. Point (ii) is much more controversial and not something I agree with. Community perception of which jobs are "needed" and which are "unviable" impact far more players than the tiny group for whom a few % damage actually matter. An mmo playerbase is anything but rational when it comes to balance and balancing decisions should not be based on the assumption that everybody analyses them objectively and reacts reasonably.
The problem with RDM imo is that it isn't just easier with comparable output; it's straight up better in many situations due to its mobility. It could do with a slight nerf either to its ceiling or its floor.
Btw, I just agreed that RDM was in need of a minor nerf, but then I found out about the mana glitch, and... Who knows how flawed logs are thanks to that?
Its a bug that allows to do the enhanced melee combo at a certain points of the mana bar without having to be 80/80 allowing a rdm to exploit that to use the enhanced melee combo+ finisher more often than it should be, The top ff logs of rdm are most probably upped more than they should due to that
I havent seen this work at all is there a specific black/white ration on the gauge that this happens? oh pure 80/80 bit they dont gain the effect of free verstone.verfire afterwards right?Its a bug that allows to do the enhanced melee combo at a certain points of the mana bar without having to be 80/80 allowing a rdm to exploit that to use the enhanced melee combo+ finisher more often than it should be, The top ff logs of rdm are most probably upped more than they should due to that
Hm...I guess I'd have to see it happen to understand. Though if this is frequent and rampant, I can see it wreaking some havoc on the logs.
Essentially, the "bug" is that being unbalanced (i.e. |BM-WM|>30) doesn't just halve mana gain it also halves the mana costs of RDM's enchanted weaponskills for whichever of 2 kinds of mana is lower. This allows for discounted melee chains and therefore more melee chains overall over the course of a fight.
I don't know where people came out on the value of seeking to exploit this. I can see that you might want to do it in the opener, but not sure about thereafter.
If you want to have a look at some top parses, the RDM needs to hit some fairly specific mana values to exploit the bug. Off the top of my head, 65-69/96-100 for a discounted Enchanted Riposte and 52-54/98-100 for a discount on Enchanted Zwerchhau as well.
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