Results 1 to 10 of 537

Hybrid View

  1. #1
    Player
    Shewp's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    A'hau Aesir
    World
    Ultros
    Main Class
    Arcanist Lv 30
    My RDM is still lvl 60 so I don't know how much verholy/flare changes things but I want more melee hybrid rather than the caster with melee finisher we have now.

    - Remove potency from the movement abilities and reduce their cooldown and then
    - Add a melee combo to use when low/halfway mana. Have it increase mana or give a buff or something
    (0)

  2. #2
    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 royox View Post
    I would make it so RDM has 2 phases.

    The normal one: like now. Balance white and black for a melee + ver finisher.

    New one: the ver-finisher gives you a buff. Verholy a White Buff and verflare a black buff. This buff gives +dmg to the same color of the finisher. Then you have to reach 100 magic points of that Color to unleash a super strong elemental melee attack. Then back to normal rotation.

    Would love a "balance and unbalace" gameplay :3
    I mean, we already have two phases - spells vs melee - and what you're describing would really add two more.

    However, the "unbalance" gameplay you suggest just leaves us long periods of ignoring spells of the opposite element in favor of spamming the same black or white spells and Jolt/Impact.

    But I think the major issue with something like this - much like the problems with suggesting a third Verfinisher to encourage alternating between Verholy/Verflare - is that it gives us the same issue Summoners have, where the peak of our output comes after several minutes of ramp-up, and an interruption like death (or possibly even just encountering a non-attackable phase) would not only inflict Weakness but set us back to the start of a very long chain.
    I would much rather attempt to build off the base of our rotation rather than just its peak, especially considering how much buildup it takes to achieve our melee rotation in the first place.

    Quote Originally Posted by Shewp View Post
    My RDM is still lvl 60 so I don't know how much verholy/flare changes things but I want more melee hybrid rather than the caster with melee finisher we have now.

    - Remove potency from the movement abilities and reduce their cooldown and then
    - Add a melee combo to use when low/halfway mana. Have it increase mana or give a buff or something
    I'm torn on this. My biggest conniption here is that at best we're making the base rotation more hectic by means of alternating between melee and range twice as often, and that being forced to significantly more time in melee range is not beneficial to us in any way.
    Plus, giving us an entire extra builder combo would mean way more buttons for one goal.

    While I understand you want a more magical melee class, the RDM is fundamentally a Disciple of Magic, and the addition of the melee finisher set is more just flair and flavor on top of our core spellcasting.
    (2)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,967
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    While I understand you want a more magical melee class, the RDM is fundamentally a Disciple of Magic, and the addition of the melee finisher set is more just flair and flavor on top of our core spellcasting.
    Okay, but... does it have to be? And ought it to be? Is RDM made more fun by having its sword be basically an ornament?
    (3)

  4. #4
    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 Shurrikhan View Post
    Okay, but... does it have to be? And ought it to be? Is RDM made more fun by having its sword be basically an ornament?
    Have to be? Probably. For balancing reasons. Otherwise they'd have to try and figure out how to give them the toughness of a melee without making its ranged too good with that toughness (Or something like that)

    Ought to be? Arguable. Personally, I felt a little let down when RDM was touted as a Caster/Melee hybrid but then its gameplay was merely Caster with a melee burst CD (That, until level 50 is actually not worth using because its DPA is lower than your spells...)

    Then there's also some other oddities, like at level 1 (Which is literally only relevant in PotD) RDM only has Riposte and no actual spell. Jolt is learned at level 2. Which would suggest some more melee focus. But alas, that is not the case and the class ends up feeling quite BLM-y as a result (Especially given how GCD's function with "Instant Casts" so you don't even feel like much of a spell slinger with rapid casts... Especially if you use a high SpS build on your BLM...)
    (2)

  5. #5
    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 Kalise View Post
    Have to be? Probably. For balancing reasons. Otherwise they'd have to try and figure out how to give them the toughness of a melee without making its ranged too good with that toughness (Or something like that)
    That's already a fault we have though. We spend more time in melee range than other casters and are less durable than BLMs, with only self-healing (which ideally we should rarely use -- and won't help us in the face of getting one-shot) as a saving grace in that regard. We can't even claim it's due to our advanced mobility allowing us to dodge skills they're encouraged to tank, since BLMs have as many teleports as we have movement skills!
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,967
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    That's already a fault we have though. We spend more time in melee range than other casters and are less durable than BLMs, with only self-healing (which ideally we should rarely use -- and won't help us in the face of getting one-shot) as a saving grace in that regard. We can't even claim it's due to our advanced mobility allowing us to dodge skills they're encouraged to tank, since BLMs have as many teleports as we have movement skills!
    The movement skills are almost equally instantaneous, so what does that matter? Melee range, likewise, is only dangerous at infrequent and scripted intervals. So long as the melee burst can be delayed 1-3 GCDs, you're safe. And, it can be already. As 1.8 GCDs (since each melee GCD is only 3/5s of a pre-SpS GCD) is incredibly rarely enough to encounter a second melee-range threat, this is altogether irrelevant except to poor play.
    (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
    Quote Originally Posted by Shurrikhan View Post
    The movement skills are almost equally instantaneous, so what does that matter?
    I think you're missing the point of what I was saying - I wasn't complaining that BLMs have as many movement skills as we do or that we don't have enough.
    I was pointing out that our primary defense is evasion via our enhanced mobility, yet we have examples of another caster class who not only has emergency evasion tools arguably on par with ours, but direct damage mitigation to boot, and whose rotation doesn't force them to move into hazardous proximity of their target.

    Yes, we can heal, but we're casters. We're squishy. We can die if the boss looks at us funny, and our per-cast healing ain't that strong anyway.

    As for being able to delay the melee, we only have the gap between reaching or exceeding 80 BM/WM and capping them, and I don't know about you, but I've encountered a lot of scenarios where I ended up getting 90/90+ before I could begin melee due to sheer luck, and couldn't delay melee further without overcapping or simply losing damage. And aside from that, I've encountered several scenarios where right as/after I charged into melee, the boss initiated some near-instant attack I didn't have any timer or choreography for.

    So sure, while you're right in theory, practice shows something different.
    (0)
    Last edited by Archwizard; 03-09-2019 at 12:41 AM.

  8. #8
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kalise View Post
    Ought to be? Arguable. Personally, I felt a little let down when RDM was touted as a Caster/Melee hybrid but then its gameplay was merely Caster with a melee burst CD (That, until level 50 is actually not worth using because its DPA is lower than your spells...)
    Damage per Action? I mean, sure Enchanted Riposte is lower potency than even Jolt, but the 1.5s GCD on it makes it a stronger relative attack on its own than Veraero.

    210/1.5= 140pps
    310/2.43= 127.6pps
    (2)

  9. #9
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Kalise View Post
    Have to be? Probably. For balancing reasons. Otherwise they'd have to try and figure out how to give them the toughness of a melee without making its ranged too good with that toughness (Or something like that)

    Ought to be? Arguable. Personally, I felt a little let down when RDM was touted as a Caster/Melee hybrid but then its gameplay was merely Caster with a melee burst CD (That, until level 50 is actually not worth using because its DPA is lower than your spells...)

    Then there's also some other oddities, like at level 1 (Which is literally only relevant in PotD) RDM only has Riposte and no actual spell. Jolt is learned at level 2. Which would suggest some more melee focus. But alas, that is not the case and the class ends up feeling quite BLM-y as a result (Especially given how GCD's function with "Instant Casts" so you don't even feel like much of a spell slinger with rapid casts... Especially if you use a high SpS build on your BLM...)
    They'd need to give it a pretty significant overhaul to allow for the melee phase to play more of a role, though, and I think they may be a bit leery of doing that. It's not unprecedented for them to do it for jobs, like HW gave more complex rotations to each job and they tried to fix broken jobs in SB (and will in 5.0 again), but RDM is perceived to be a success because it has a comparatively smooth playstyle. I'd like to see them take some risks, though, and that's not restricted to RDM.
    (0)
    When the game's story becomes self-aware: