Results -9 to 0 of 537

Threaded View

  1. #11
    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 waifugenerator View Post
    I 100% think that RDM is going to get some sort of ability with the name Refresh as a ref to XI, whether or not it operates the same. As for damage abilities, RDM is designed so perfectly that adding anything to its single target feels like it'll disrupt the almost choreographed flow of the job. Maybe a third finisher ability that's aligned with neither black/white magic for when you finish your melee combo with a balanced amount of mana that could proc Impact or something
    Since Ranged already have Refresh I would be surprised, not to mention we lost Death Blossom out to Rogues and got Chant du Cygne renamed to "Zwerchau". If I recall correctly RDMs in XI were strong debuffers, while they don't even have DoTs in XIV; safe to say the design is going to be a bit different between the two games.
    There are other options to recover MP though, I believe someone mentioned Aspir/Osmotic Slash earlier in the thread.

    I don't think that perspective on single-target is true at all - as long as we maintain the pairing of "shortcast -> Dualcast longcast" and net-gain Mana, it's nigh impossible to "disrupt the flow," and anything longer than 2 seconds to cast will automatically be shuffled into our longcasts anyway. Ironically the only way to really disrupt it would be an instant GCD, and even then we have space for a Scathe or a Ruin II in mobile encounters.
    It would easy enough to add, say, a proc that replaces the next Veraero/Verthunder in the rotation (just like Verfire/Verstone already do to Jolt/Impact), or a DoT that replaces a Jolt/Impact to refresh. Same flow, but with extra buttons or different timers.

    (Yes, I know, I keep saying DoT. It's my go-to example for design expansion, not a claim of 'necessity.')

    As I previously explained, I think it would be more disruptive to add a third Verfinisher; right now the choice is a simple binary. Adding a third option under the current circumstances would most likely just create button bloat, either leading to Verholy/Verflare being pushed to the side completely in favor of capping your MP to cast the superior option, or be completely ignored in favor of them outside niche scenarios -- and with a condition of only "balanced mana", I find the latter more likely since Impact is already easier to proc than Verstone/Verfire, with a lower Mana gain than either.

    Some earlier in the thread have suggested a third Verfinisher that only becomes available after having cast both of the others, but presently it takes 40 seconds to build up to each Verfinisher without Manafication, and having to do so two or three times under current circumstances would lead to a build-up just shy of SMN's for Demi-Bahamut, which nobody really wants. For a more reasonable buildup to such an ability (say, 1 minute), we would either need a faster Manafication CD, a substantial (~50%) increase to our base Mana generation, a substantial (~25-30%) reduction to our Enchanted combo cost, some happy medium between the two, or a means to proc Verfinishers outside of a melee combo.
    (0)
    Last edited by Archwizard; 05-06-2019 at 11:04 PM.