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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Acelyn View Post
    why don't they just leave it alone?

    honest question, rdm and sam and maybe even bard(honestly a few OG jobs)seem to be in great places so why change them for the sake of change?
    Because in high levels of play, RDM is not wanted because: 1) It doesn't push out as much DPS as BLM/SMN/SAM 2) It doesn't have strong utility like BRD/DRG/NIN (Except during progression where Verraise is useful)

    Ergo, people would like changes to bring in either DPS that can be competitive with other pure damage jobs (Since healing is very niche utility that RDM is essentially just pure damage with Embolden...) or to have utility that makes them more desirable.

    That, and you know... New expansion means new spells/traits. Everyone wants new cool shiny things to play with, even if really, all that might be necessary is getting like an extra level of some spells... Like maybe Verthunder II and Veraero II simply being slight potency boosts over rank I versions... It's less fun than getting entirely new spells to play with.
    (5)

  2. #2
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Hyperion
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kalise View Post
    Because in high levels of play, RDM is not wanted because: 1) It doesn't push out as much DPS as BLM/SMN/SAM 2) It doesn't have strong utility like BRD/DRG/NIN (Except during progression where Verraise is useful).
    Well even outside of progession RDM is still accepted quite a a lot, it's usually SAM that is locked out because the latter despite bringing high DPS has zero useful utility. WARs usually are present to bring slashing debuff, and BLM can give just as high DPS output. BRD/DRG/NIN are usually a given, but most groups don't care what fills the caster slot (past progression) unless they are doing parse runs and have preference.
    (1)

  3. #3
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Acelyn View Post
    why don't they just leave it alone?

    honest question, rdm and sam and maybe even bard(honestly a few OG jobs)seem to be in great places so why change them for the sake of change?
    I agree that they shouldn't change classes "for the sake of change".

    But.

    1) There are gaps in our gameplay that can be addressed. Talking about changing these would be for the sake of improving/refining the existing design, not change in itself.
    2) The class is already going to change as a result of the TP removal in Shadowbringers, so your hopes have already been dashed by the developers themselves.
    3) New expansions mean 10 more levels, meaning up to 5 new spells, abilities and/or traits. We may as well talk about the direction to take them.

    To say "they should change nothing at all" using an argument that can be applied to any other class is just a line of thought that would lead to stagnation of gameplay.
    (2)

  4. #4
    Player
    artyport's Avatar
    Join Date
    Jun 2017
    Posts
    83
    Character
    Jase Suline
    World
    Balmung
    Main Class
    Astrologian Lv 70
    I want more Swordplay.

    Trait that reduces the cost of enchanted weapons so we can dive in more often.

    I want VerFlare and Impact to be aoe.
    Making Ver Holy the more damaging skill.

    a fun mobility skill like a teleport

    VerRain to reduce damage for the party and provide a damage reduction if more white magic/transforms to VerHail. Damaga overtime if black magic is higher.
    (0)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I personally think there needs to be some kind of tangible difference between black and white magic. It's a little dull having two identically rotations that you have to mix-and-match.
    At the very least, have Verholy and Verflare work differently. Have Verholy be single target and Verflare be AoE, perhaps 350 potency with no drop off per target, or 450 potency with drop off. And have a 3x Moulinet trigger them too.

    As additions to the skillset, I really don't see why having a DoT is such a bad idea.
    Veregen: Bestows a 40 potency regen on target party member for 24s. Generates 1 white mana each tick. Costs 5 white mana. 45s cooldown.
    Verblizzard: Inflict 'Frostbite' as a 40 potency dot on target enemy for 24s. Generates 1 black mana per tick. Costs 5 black mana. 45s cooldown.
    (0)

  6. #6
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Idk how much I'd want more healing in our action suite tbh. As it is, vercure is mainly just a downtime spell to prep a 310 pot spell for when the boss is targetable again.

    If healers are balanced down so hard a dps who specializes in healer support like that might have a place but right now I don't know if verregen or any other kind of heal (barring perhaps vertetragrammaton as an ogcd heal) would be a valuable addition.
    (0)

  7. #7
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Personally I'm okay with Black and White magic having similar rotations -- after all, the entire point of Red Mage is in learning how to keep them in balance, and if our rotation leans more towards one than the other for any given period then we'll not only defeat the philosophy of the class but relegate one to functional disuse.

    As I keep saying: Neither of the current Ver-finishers should be an AoE. We should not have any AoE spells come off of the Enchanted Riposte combo, because that would compete with Moulinet, leading to one or the other being devalued (most likely the finisher). Dual-target scenarios where both enemies are within 5 feet of each other are too rare to justify dedicating one of our finishers to it, especially if it would lead to it getting nerfed in single-target and relegated to uselessness in general.
    Any AoEs we gain from here on should either trigger from Moulinet or supplement Scatter -- and if I'm being perfectly honest, even a Ver-finisher off of 3 Moulinets is a tough sell, because it would take anywhere from 18 (on average) to 30 casts of Scatter to get enough Mana to triple-cast Moulinet, assuming they don't seriously change it with the TP removal in Shadowbringers anyway. I honestly think we may be better off just getting a direct means to accelerate the AoE melee combo, and maybe a buff to Moulinet.

    Now that being said, I wouldn't be against us gaining one or two Black Magic-based situational utility skills, given that every Black Magic spell in our arsenal has a White Magic counterpart, but we have no Black Magic counterparts to Vercure or Verraise.
    Of course the issue there, then, is that Black Mages don't have any utility anyway -- about the most situational spells they have are defenses and CC that could just as easily fall under White Magic anyway, rendering the philosophical aspect moot.
    (2)

  8. #8
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    More than a DoT, I just want more incentive to be in melee range and poke stuff with the rapier. As I recall, En-spells were mostly self buffs anyway, so they could easily pull a Sword Oath sorta thing, and give us an En-spell for both sides of the scale, generating that type of mana with each physical hit and dealing aspected damage.
    (0)
    Last edited by Leidiriv; 02-14-2019 at 04:25 AM. Reason: Fixing typos

  9. #9
    Player
    artyport's Avatar
    Join Date
    Jun 2017
    Posts
    83
    Character
    Jase Suline
    World
    Balmung
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Leidiriv View Post
    More than a DoT, I just want more incentive to be in melee range and poke stuff with the rapier. As I recall, En-spells were mostly self buffs anyway, so they could easily pull a Sword Oath sorta thing, and give us an En-spell for both sides of the scale, generating that type of mana with each physical hit and dealing aspected damage.
    I was hoping for a skill called enchant that enchants are swords allowing us to go in a melee for a time once the timer is up we would get a skill called enchanted weapon that was a range sword skill that deal x-damage plus a percent of the damage we did in melee.
    (0)

  10. #10
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    My only wish
    Improved dual cast : Dual cast also reduce the recast timer to 1.5s

    Im so done spending half my time waiting for that gcd to be over after thubder/aero
    (0)

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