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  1. #1
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Greedalox View Post
    Take a look at logs and you'll see that this couldn't be further from the truth. Even the best BLM's and SMN get outdamaged by the best RDM, and that's not a "l2play" moment.

    And nobody is saying nerf RDM because it's easy, they're saying nerf RDM because it never loses momentum on its high damage output due to it's mobility.
    I wouldn't say nobody, less people perhaps but a sizeable portion.
    (4)

  2. #2
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by PrismaticDaybreak View Post
    I wouldn't say nobody, less people perhaps but a sizeable portion.
    I'll hand you that one, poor choice of words.
    (0)

  3. #3
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Greedalox View Post
    I'll hand you that one, poor choice of words.
    As far as mobility goes, if they raised Jolt, Verfire/stone to the normal base cast time (2.5 seconds as opposed to 2). They'd be a tad more vulnerable to mechanics, at least on the same space as SMN for example, although with the notable difference that'd it'd be similar to if a SMN always chained Ruin 2 right after Ruin. Tbh a minor potency nerf (20-30 range, maybe 40) alongside damage buffs to the underperforming classes seems reasonable, as I said before it's tiring arguing with people who conclude that the only option is nerfing RDM and not going the buff/damage tweak route first, usually espousing the "Content will be too easy" line as if SE is just going to ignore the fact that content would need to be retuned.
    (5)

  4. #4
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by PrismaticDaybreak View Post
    as I said before it's tiring arguing with people who conclude that the only option is nerfing RDM and not going the buff/damage tweak route first, usually espousing the "Content will be too easy" line as if SE is just going to ignore the fact that content would need to be retuned.
    Only buffing would result in content being under tuned and needing to be changed on that front which would probably be more of a beast to tackle than the center of balance being the classes instead of the content.

    And damage tweaks are nerfs potentially- which is being called for. You can tweak damage down.

    Balance is dynamic- you can "tweak" RDM downwards and "tweak" SMN/BLM upwards, but straight up just flat buffing BLM/SMN would be a nuisance overall for game balance- not class balance.

    Nerf is not synonymous with being shit kicked out of relevance.
    (5)
    Last edited by Greedalox; 07-15-2017 at 05:49 AM.

  5. #5
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by PrismaticDaybreak View Post
    As far as mobility goes, if they raised Jolt, Verfire/stone to the normal base cast time (2.5 seconds as opposed to 2). They'd be a tad more vulnerable to mechanics, at least on the same space as SMN for example, although with the notable difference that'd it'd be similar to if a SMN always chained Ruin 2 right after Ruin. Tbh a minor potency nerf (20-30 range, maybe 40) alongside damage buffs to the underperforming classes seems reasonable, as I said before it's tiring arguing with people who conclude that the only option is nerfing RDM and not going the buff/damage tweak route first, usually espousing the "Content will be too easy" line as if SE is just going to ignore the fact that content would need to be retuned.
    I don't mind being nerfed as a RDM, if it happens, so long as it's in damage, not playability. Increased cast times on dualcast fodder would be bad. Increased MP costs would be bad. Decreased utility from a nerf to verraise/vercure/embolden would be really sad.

    I feel like RDM should play middle of the pack kid, but because BLM offers so little utility, It's going to become the Sam of casters.

    Ideally, as a rdm main:

    BLM would be top AoE, Worst Single target [Loud autistic screaming]
    RDM second Aoe, RDM second Single target
    Smn worst Aoe, SMN highest single target.

    In reality though based on the utility RDM brings and the already very strong skills, BLM and SMN possess, It should be something like:

    BLM, Highest Single Target, Middle Aoe, No special utility
    SMN, Middle Single Target, Best Aoe, Brings utility
    RDM, Lowest Single Target, Lowest AOE, Brings best utility.

    If they do something like this, I would want buffs to our utility to balance the damage between classes. Embolden up probably, but I'd take a 400-450 potency Vercure any day. ;]
    (3)
    Last edited by Rawrz; 07-15-2017 at 06:26 AM.

  6. #6
    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 Rawrz View Post
    BLM, Highest Single Target, Middle Aoe, No special utility
    SMN, Middle Single Target, Best Aoe, Brings utility
    RDM, Lowest Single Target, Lowest AOE, Brings best utility.
    And in one fell swoop, you doom RDM to the bench outside of desperate and extremely cutting edge groups. Ones that will drop the RDM and replace them with a more powerful DPS the moment they learn the fight, because at that point you're not going to need Vercure or Verraise. It'd be the FFXI PLD thing all over again.
    (6)
    * 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)