A noble sentiment, but it's usually easier to nerf the outlier than boost everyone else. Boosting everyone has more long term ramifications than just just reducing one job.
Not so sure anymore last time SE said they were against nerfing classes in favour of balancing, we ended up with the current state of tanks and healers. So maybe if they nerf this time we will actually get balance lolUsually I think instead of nerfing a job, they should just make all the other jobs as good as this one. But in RDM's case, it's supposed to be a JACK of all trades, not a king of DPS. I say hit them with the nerf bat, -30 potency on Jolts and Verthunder/aero/fire/stone. That's like a 10% potency decrease overall, which should put them where they should be, around SMN and below melee DPS.
Please nerf Botanist!
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)
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?
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