Do not want.
Already annoyed DRK is no longer fun to play, dont need to remove the last fun job for me.



Do not want.
Already annoyed DRK is no longer fun to play, dont need to remove the last fun job for me.
CLAIRE PENDRAGON
reason i dont like rdm is due to needing procs on almost every 2nd hit.., you dont have a real flow cause you just might get a proc (even if thats simplified said).. kind of "smash the mole" system


It wouldn't make it more complex but it would make it harder to play.
I would like dual cast to also reduce the recast time of the next spell by 1 sec to maintain the flow of spell. (basically we wouldn't stand still every 2 cast for 2sec).
This would increase the number of skill you'd use per minute thud requiring you to make decision faster.




I wouldn't.
RDM is my go to job when I don't want to think much but put up decent DPS numbers. If I wanted to juggle things and play to the best of my ability, I'd play SMN.

Oh good I thought for a moment this page would be constructive.


I personally would find it interesting to expand upon the red magic aspect of the class, while mechanically adding to the existing proc management system.
For example: a 2s cast spell that consumes both "fire ready" and "stone ready", has 350 potency, and generates 6-8 white and black mana. Maybe call it "magma". Pair it with a 5s cast time spell that can only be cast after "magma", has 400 potency and generates 8-10 white and black mana. Maybe call it "squall", as if to combine aero and thunder. Unsure if it should proc anything.
Being able to cast those spells represent a higher dps increase for using both your procs, though ideally it wouldn't be enough of a dps increase to justify spamming jolt until you have both procs. This would encourage proc fishing even more than we already do, and also prevent the awkward "too much good rng" situations where you're swimming in procs and can't make good use of your impact.
Additionally, there's room for design in other aspects of the class. At risk of going into a rant, I'm not going to go too far into what I've dreamed up for weaponskills, but a single example would be a weaponskill that branches off of enchanted zwerchhau and applies a 60 second dot. Maybe. Having mentioned DoTs, could just include "verBlizzard" and "verWater" as seperate dots. Nothing too fancy, but duration would have to be fairly high, as even just 20s duration means 1/4 of your casts become dots.
I think my take on this would be that there's a crapton of room for improvement in design complexity, and that I would be disappointed if there were no changes made. But I haven't personally gone into the math implications of any changes, so I can't say if my ideas are particularly good.

I really like this suggestion, delving deeper into the combined magic aspect would be very interesting. You could have it be similar to DoT/Debuff combos where Magma would apply 'Molten' for 30 seconds as a DoT and Squall would apply 'Air Pressure' increasing either magic damage or personal damage on the target. Although as you said duration might need to be increased since we don't want to just hang on to procs detrimentally.I personally would find it interesting to expand upon the red magic aspect of the class, while mechanically adding to the existing proc management system.
For example: a 2s cast spell that consumes both "fire ready" and "stone ready", has 350 potency, and generates 6-8 white and black mana. Maybe call it "magma". Pair it with a 5s cast time spell that can only be cast after "magma", has 400 potency and generates 8-10 white and black mana. Maybe call it "squall", as if to combine aero and thunder. Unsure if it should proc anything.
Being able to cast those spells represent a higher dps increase for using both your procs, though ideally it wouldn't be enough of a dps increase to justify spamming jolt until you have both procs. This would encourage proc fishing even more than we already do, and also prevent the awkward "too much good rng" situations where you're swimming in procs and can't make good use of your impact.
Additionally, there's room for design in other aspects of the class. At risk of going into a rant, I'm not going to go too far into what I've dreamed up for weaponskills, but a single example would be a weaponskill that branches off of enchanted zwerchhau and applies a 60 second dot. Maybe. Having mentioned DoTs, could just include "verBlizzard" and "verWater" as seperate dots. Nothing too fancy, but duration would have to be fairly high, as even just 20s duration means 1/4 of your casts become dots.
I think my take on this would be that there's a crapton of room for improvement in design complexity, and that I would be disappointed if there were no changes made. But I haven't personally gone into the math implications of any changes, so I can't say if my ideas are particularly good.


Then don't engage me in discussion, if you don't want to discuss it. Seems to me that you can't help but engage people with differing opinions.
Your thread title explicitly asks, "How would you make RDM more complex?" And you get mad when people say they wouldn't. I never said the devs said it would be a simple job. But they obviously made it a simple job, and have made no hint that it would change. Therefore, atm, it is working as intended.
But I can ask you the same thing. Where's your dev testimonial that states it will become more complex? Nobody has ever said that it will. Nobody has said that they will change it either. Or how about your dev testimonial that states all jobs have to eventually be complex to be enjoyable?
And your suggestions are asinine. You basically gave it an ability to "spend all mana to throw out spells fast to get back to your sword combo." With no ability or compensation to restore the lost mana. It's like an "all in and sit there with nothing to do for awhile" move. And on top of that, you want to decrease the potency as you're "all in."
Your acceleration cascade could be a trait. No need for that to be an extra button push. And applied discipline is just... why? Reduced damage for 15sec? Why not just a free enchanted combo every 2 minutes? It's basically what you want there. It really doesn't even need the damage reduction. Just have it require black/white mana to be over or equal to the opener.
You're just adding button press bulk to the job for some quick burst dps, simply because you obviously like the sword part of it. That's where all three of your abilities lead... to the sword combo. Which is fine. I like the sword combo too. That's my favorite part of the job; zipping in for the sword combo and zipping out. I just don't need it to be more complicated than that to enjoy it.
You actually derailed your own thread by going after the first person that said they didn't want RDM changed. When you could've just let it stand. So onus returned.
Last edited by TarynH; 12-21-2017 at 08:03 AM.
I used to be an adventurer, but then my ping increased.
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