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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Dualgunner View Post
    Won't be surprised if RDM gets some kind of Vernochian styled mechanic in 5.0. RDM now reminds me a lot of how simple BLM was in 2.x.
    Vernochian. It's what Verangels speak. You pop it after your first mana-ed spell and don't let it drop or consequences. Also almost impossible to drop, unless you try to do that one neat spellflow you could do before.

    Idk, in a way it just shocks me that anyone looked at that system, even on paper, and felt that it could feel at all deep. There were so many other avenues to go with other than arbitrary categories, too, be it the spellsword aspect or giving each element or element side their own benefits that synergize in potentially macrorotational-nuanced ways.

    As far as overall balance for RDM goes, I mostly just wish they had a mechanic that would somehow come at cost of some of their ability to perform other supportive progression functions, be it by extensive mana cost or dealing damage by depleting a portion of current mana (for added damage per mana), that also cut into their mobility a bit. Essentially, I want a way for them to make themselves a bit more normal, more selfish, once the fight no longer has a need for their (until then far more useful) unique support kit.

    And ideally, I'd love for that to be done in combination with those deeper mechanics. Let elements build up transferable buffs; your potency range is below average, but with all the buffs at once, the multipliers are sufficient to keep your competitive, but more often your largest strength is that you can pass off those buffs rotationally or by emergency to your group or specific members.
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    Last edited by Shurrikhan; 11-21-2017 at 07:15 PM.