Results 1 to 10 of 221

Hybrid View

  1. #1
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Dualgunner View Post
    Sort of makes me think of what I originally thought RDM would be doing: using the melee combo as a generator and the spells as spenders. I think a big cause of RDM's current depth is the fact we have one spender, and everything else is a generator.
    To tell you the truth, that's what I thought the job was going to be when it was first announced. I wonder in a 'what if' fashion if red mages would fit in the rankings better if that were the case? Would the job's damage output increase if red mages were overhauled to use melee combo generators and spell spenders?

    Another idea: Leave red mages alone but nerf summoner output in response to its greater utility. The reason this idea would be good is it does not affect the game play of the red mages. I greatly enjoy the simplicity of the job and appreciate there is an understanding by S.E. that not all of their players want complicated classes.
    (1)

  2. #2
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    To tell you the truth, that's what I thought the job was going to be when it was first announced. I wonder in a 'what if' fashion if red mages would fit in the rankings better if that were the case? Would the job's damage output increase if red mages were overhauled to use melee combo generators and spell spenders?
    Damage output is an entirely separate thing from gameplay. SE could double the potency of Veraero and Verthunder for example and the damage output would skyrocket without changing the gameplay at all.

    Quote Originally Posted by Kacho_Nacho View Post
    nerf summoner output in response to its greater utility.
    I think this needs to happen regardless of changes to RDM, for BLM's sake if nothing else. Right now SMN has more damage, more (indeed, some, as BLM has none) group damage, more freedom of movement and better utility than BLM does, making it pretty much strictly better.
    (2)

  3. #3
    Player
    TraeSnow's Avatar
    Join Date
    Sep 2013
    Posts
    104
    Character
    Deo Luminai
    World
    Adamantoise
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Singularity View Post
    Snip
    But it has been said that a class' DPS is also based on how punished they are upon death. Which, to my understanding as well as popular consensus, SMN is one of the most punished jobs upon a death. Sure, all DPS are punished on death, but some more severely than others. BLM are not severely punished upon death. I feel like people just completely forget this part when they complain about "xxx job is less dps than xxx job" especially since they are not taking into consideration the entirety of what justifies their damage. BLM does not have to wait for MP upon revival, so their dps is not hindered that extensively. I mean, a SMN might as well not even accept res until Lucid or Aether is at least up. AND with the nerf to Aetherflow, SMN has to use Energy to regain MP if they die.

    Now, in a perfect situation, no one is supposed to die. However, that does not change the fact that the dps of a class reflects how punished a job is upon death.
    (0)
    Last edited by TraeSnow; 01-20-2018 at 04:31 AM.