Page 1 of 2 1 2 LastLast
Results 1 to 10 of 16
  1. #1
    Player
    EhvaTaco's Avatar
    Join Date
    Jun 2017
    Location
    Limsa Lominsa
    Posts
    45
    Character
    Ehva Tacora
    World
    Lich
    Main Class
    Summoner Lv 90

    I don't think RDM needs specific buffs but QoL changes would be very appreciated

    There's really not much to say. I think the power of RDM is in a good space, aside from maybe 10 to 20 potency here or there maybe, but I'd still like to see some improvements to areas where it wouldn't generate too much power. Rather I'd just like to see the gameplay feel be smoothed out around the few edges. Don't get me wrong! I really love this class! But QoL changes should always be welcome for everything in any game.

    Here is what I currently dislike about my fancy fencer red man:
    • Impact is a seperate skill from Jolt II
    • Tether is so extremely niche, its only use comes in PotD to put down an add to deal with something else or in Eureka to make an add lose aggro, while you run
    • Acceleration doesn't apply to Scatter

    So let me explain why I think these are issues.
    Impact is meant (?) to be an upgrade to Jolt II as a kind of safety net, if Verfire or Verstone don't proc. This is a really good thing but why doesn't Impactful simply increase the damage of the next Jolt II? Why doesn't it simply upgrade Jolt II to Jolt III? Why is there a timer on Impact anyway? It rarely happens but when Impactful runs out mid cast, it gets cancelled. This can be very annoying when it happens. Then again, if it happens. You might as well remove the timer all together. This just feels like button bloat what Stormblood greatly reduced for other jobs.
    Tether is really simple to identify the problems of. It deals no damage and only binds. That's it...Even Tri-Bind dealt at least some damage pre-Stormblood but Tether is just straight up worse in every way.

    As for Acceleration, it just feels unnatural. It's a skill to ensure the next chance for a proc will happen. So I'm a bit confused why doesn't apply to Scatter. Granted it wouldn't do much. I still think it's weird so I won't comment on it further.


    So what can be done about these? We can leave it very simple but I'd like suggest something fancy as well.

    Impact / Impactful:
    • Make Impactful a permanent buff until the next Impact cast
    • Rename Impact to Jolt III, make it a natural upgrade to Jolt II when Impactful procs (think Ruin II, Further Ruin and Ruin IV)

    Tether:
    • Add Enhanced Tether : Deal some damage, remove bind effect and pull adds surrounding your target together
    • (Rename it to Magnet / Enhanced Magnet ?)

    This is all wishful thinking but I still invite people to talk about this. I love this job and hold it very dearly. I'm already looking soo forward to 5.X and theorizing about potential skills like Verbanish and Verdark, making use of overcharged mana.
    Anyway, please share your thoughts.
    (1)
    Last edited by EhvaTaco; 03-16-2018 at 11:17 PM.

  2. 03-16-2018 10:04 PM

  3. 03-16-2018 10:04 PM

  4. 03-16-2018 10:05 PM

  5. #2
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    You can edit posts to bypass 1000 character limit
    (2)

  6. #3
    Player
    EllieShadeflare's Avatar
    Join Date
    Sep 2016
    Posts
    332
    Character
    Elatus Shadeflare
    World
    Balmung
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by EhvaTaco View Post
    • Impact is a seperate skill from Jolt II
    • Tether is so extremely niche, its only use comes in PotD to put down an add to deal with something else or in Eureka to make an add lose aggro, while you run
    • Acceleration doesn't apply to Scatter
    All are good points except for the last one, because Scatter doesn't proc anything other than Enhanced Scatter. Why Acceleration works on Veraero and Verthunder is because you really do want that 280 potency and extra White/Black Mana from Verstone and Verfire. That said, I'd love Tether and Impact to be at some point replaced by Verwater and Verblizzard for AoE.

    That said, Jolt II/III should still be weaker than Verstone/Verfire, simply to encourage usage of those two.
    (0)

  7. #4
    Player
    EhvaTaco's Avatar
    Join Date
    Jun 2017
    Location
    Limsa Lominsa
    Posts
    45
    Character
    Ehva Tacora
    World
    Lich
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dualgunner View Post
    You can edit posts to bypass 1000 character limit
    Thanks! I changed it now to make it a single post instead of a cluster...Y'know.

    Quote Originally Posted by EllieShadeflare View Post
    All are good points except for the last one, because Scatter doesn't proc anything other than Enhanced Scatter. Why Acceleration works on Veraero and Verthunder is because you really do want that 280 potency and extra White/Black Mana from Verstone and Verfire. That said, I'd love Tether and Impact to be at some point replaced by Verwater and Verblizzard for AoE.

    That said, Jolt II/III should still be weaker than Verstone/Verfire, simply to encourage usage of those two.
    As the name says, Acceleration is there to speed up your rotation to end with a Verholy / Verflare. Impact right now is as strong as the Ver-spells to also keep the average DPS up. But I disagree with replacing Tether and Impact for more Ver-magic as RDM should definitely have some red magic at their disposal instead of just Jolt. But I do agree than Verwater and Verblizzard would be great skills. Especially since water magic is so heavily underpresented, especially by WHMs.
    (1)

  8. #5
    Player
    Thorbot's Avatar
    Join Date
    Feb 2016
    Posts
    37
    Character
    L'cielle Lhas
    World
    Balmung
    Main Class
    Summoner Lv 80
    I wish CC was more useful in general. It's nice that it's made sort of a come back with Eureka but I wish it was a tiny bit more useful in dungeons as well. I think it'd be really nice if tether pulled the mobs together. Could be useful for big aoe pulls.
    (0)

  9. #6
    Player
    Pastahnak's Avatar
    Join Date
    Sep 2017
    Location
    Goblet (Ward 10: Plot 49)
    Posts
    419
    Character
    Pastahnak Popotonak
    World
    Famfrit
    Main Class
    Fisher Lv 80
    My big issue with rdm is it's utility and what I'd like them to go to. I want embolden to keep it's full potency for longer and extend to other casters as well. I really only end up using this at the start of a fight and then when I'm about to jump out after my melee combo. I'd also like to see us get a haste type ogcd on a long cooldown to assist a healer in a tough spot or give to a dps to burn that last bit of damage before enrage. And I'd like a shield type aoe on ogcd (60sec cooldown) that shields for a small amount and gives me a small buff as well.
    (0)

  10. #7
    Player
    TheDraco4011's Avatar
    Join Date
    Nov 2014
    Posts
    26
    Character
    Draycona Rylai
    World
    Balmung
    Main Class
    Miner Lv 70
    I think RDM could use some minor potency increases. And for the love of god Sprint and Pots should not consume dualcast.
    (4)

  11. #8
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Embolden needs changes to perhaps buff both physical+magic and the job itself needs minor buffs like Draycona has stated.
    No reason it could not be on par with or exceed jobs that offer more in terms of support
    (0)

  12. #9
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    Regarding Tether, curious how this action even made it in to RDM's final action set on release, it's only really useful in low level areas/duties where mobs are not resistant to Bind. At high levels it gets literally no use at all, especially not in most dungeons anyway. Now we had a similar situation with SMN's Tri-Bind, (the DWT adjustments gave it new life), but even before SB it could still inflict damage even if the actual Bind effect didn't work on the target. RDM's Tether however does no damage at all, and pretty much just sits on a hotbar for the sake of being there.

    Maybe we need a way to incorporate Tether in to other RDM actions so it could potentially benefit from a similar DWT buff. Some players might suggest using the Mana Gauge, perhaps higher mana gives it a damage boost etc or my own idea was whilst the RDM has Embolden active, Tether gains damage potency of 150 and the MP cost is reduced between 33% to 50%. Yes RDM still has Enchanted Moulinet and Scatter, but most of the time is just spamming the latter, so an alternative aoe could be nice in the long run.
    (0)

  13. #10
    Player
    EhvaTaco's Avatar
    Join Date
    Jun 2017
    Location
    Limsa Lominsa
    Posts
    45
    Character
    Ehva Tacora
    World
    Lich
    Main Class
    Summoner Lv 90
    That's why I suggested turning it into Magnet to make it a bit more unique. A skill that pulls units together is certainly something we don't have yet and since RDM shines in terms of utility, I don't see a problem with it having this niche, too.
    (0)

Page 1 of 2 1 2 LastLast