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  1. #1
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    I'm still leveling Red Mage, but when you compare Black and Red you're comparing a "Deep" class with a "Wide" class, the wide class does more variety of things, but as a result tends toward simplicity. A deep job does only one thing and in order to make it interesting does it in a complicated fashion.
    Plus, Red Magic is still very "young" compared to Black. You'd really have to compare it to 2.0 Black Magic to get a good idea of where it stands. And level 50 Black Magic Rotations are fairly simple compared to post expansion level ones.
    I have a feeling that when Red Magic starts to get adjusted, we are going to see the melee combo being available more often during play. If I were designing a class like RM, I'd intentionally keep the melee combo somewhat infrequent to begin with, so that I can tweak it to go faster and present it as a "buff" instead of starting off with it too fast and then having to "nerf" it.
    (0)
    I play FFXIV because I enjoy it.
    Sometimes I have to remind myself of that simple fact.

  2. #2
    Player
    ChaoticCrimson's Avatar
    Join Date
    Aug 2017
    Location
    Subspace
    Posts
    963
    Character
    Crimson Law
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Tzain View Post
    I'm still leveling Red Mage, but when you compare Black and Red you're comparing a "Deep" class with a "Wide" class, the wide class does more variety of things, but as a result tends toward simplicity. A deep job does only one thing and in order to make it interesting does it in a complicated fashion.
    Plus, Red Magic is still very "young" compared to Black. You'd really have to compare it to 2.0 Black Magic to get a good idea of where it stands. And level 50 Black Magic Rotations are fairly simple compared to post expansion level ones.
    I have a feeling that when Red Magic starts to get adjusted, we are going to see the melee combo being available more often during play. If I were designing a class like RM, I'd intentionally keep the melee combo somewhat infrequent to begin with, so that I can tweak it to go faster and present it as a "buff" instead of starting off with it too fast and then having to "nerf" it.
    Pretty much my feelings on it as well. I'm also still leveling it, but I've found so far that RDM is a great beginner job, and I like how mobile it is for a caster. I also enjoy the little bit of utility it gets, even if it exchanges that for complexity. But for my purposes, less complex is good because I can focus more on learning mechanics and staying alive while still being able to dish damage. Of course, as has been said it's subjective for everyone.

    And yes, we're still early into the job's lifespan. As we get more expansions over the years I'm sure we'll see plenty of new things to come as the level cap increases. Perhaps maybe some protective buff spells? More physical attack skills to proc those spells? AoE Heals, even? There's lots of potential to add utility if they can balance it out properly (ideally maintaining DPS as the emphasis though). I, for one, would love to see Ardor thrown in as the "ultimate" AoE spell, in homage to the job's FFXII counterpart. That would definitely have an impact. Ah, but one can only dream... As for now, it is what it is but I like it at least.
    (2)