
I wouldn't say nobody, less people perhaps but a sizeable portion.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.

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.



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.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.
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.
Last edited by Greedalox; 07-15-2017 at 05:49 AM.
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.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 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. ;]
Last edited by Rawrz; 07-15-2017 at 06:26 AM.



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.
* 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)
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