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Thread: Rdm in 5.0?

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  1. #28
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Archwizard View Post
    And yet we still owe "what he wants" for the class we have. Please take your entitlement elsewhere.
    I'm sorry, I thought the point of these forums was to provide the dev team with feedback?

    His vision for Corps-a-corps/Displacement does not match the realities of gameplay. Displacement outright by their own admission given the implementation of Engagement as a solution to "You couldn't use Displacement when it would throw you off arenas" problem.

    Keeping them as part of the DPS rotation, and wasting a new skill on trying to fix issues with that, purely because the concept of dashing in for a combo then dashing out for a finisher looks nice? That is stupid. More so when it's entirely optional to even play to that "cool" rotation. They could certainly force us to play like that, but then the issues with Displacement become worse... It's almost like the whole concept is flawed and needs readdressing... That's why they made adjustments to other such skills in Stormblood, forcing Red Mage to be an exception that still has its dash skills as part of its DPS rotation, despite all that, simply because it looks cool... Frankly that is stupid...

    Quote Originally Posted by Archwizard View Post
    You know what would be an even simpler solution than an AoE stance? Removing AoE from the game entirely! No more trash packs between bosses, just a chain of minibosses over and over.
    That's a nice strawman you've crafted up there, love the hyperbole, really compelling argument.

    Quote Originally Posted by Archwizard View Post
    And again... what skill bloat?
    Right, when I say skill bloat I mean more the fact that Red Mage, purely as a result of its White/Black Gauge design, has a lot of skills that are completely identical. I think this is pretty much unavoidable at some level, but it's still something I'd like to minimize if at all possible, so now having White and Black Scatter? Doesn't help.

    And again, if you have Scatter as a stance instead... You've got a superior rotation to what they're even offering now, if you care about the AoE rotation so much... It would be the same as the single target rotation, except that's being pruned now since Jolt II no longer has Impactful. We've lost from the current rotation in order to do what? Make single target spell rotation Jolt II/Verstone/fire > Veraero/thunder and AoE Veraero/thunder > Impact?

    Heck, with an AoE stance, why even stop at the spells? Lets move Reprise down to Lv52 in place of Moulinet and simply have it turn into Moulinet when you activate the stance... We get a niche skill like Reprise earlier, and free up the Lv76 slot for something (hopefully) a tad more exciting. Granted, enhanced Reprise could change opinions on that currently, but I wont hold my breath on that...

    Quote Originally Posted by Archwizard View Post
    Considering AoE is more than half of most dungeons (and alliance raids for that matter), I'm glad that I'm not going to spend several minutes at a time between bosses pressing one button over and over.
    Fair enough, if you find Verthunder > Impact > Veraero > Impact > Moulinet engaging I wont bother arguing otherwise. Personally I found AoE pulls more engaging by offering support to the tank/healer, losing additionals really hurts in that regard. I can't be the only person who actively used skills like Apocatastasis and Erase on such pulls, right? Personally I'd rather see that concept expanded upon to engage DPS in AoE pulls, than the fairly lame illusion of variety Black and White Scatter offer...

    Granted, such content has never been tuned such that throwing out Apocatastasis when there are a bunch of magic based enemies really achieved anything, but by the same count, such content is tuned such that you can spam unenhanced Moulinet and still clear it...

    Quote Originally Posted by Archwizard View Post
    Maybe I'm just a little spoiled by the more extensive options offered to Black Mage and Summoner then
    Wait, what options does Summoner have exactly? That's purely just Tri-bind spam... And even that's only during Dreadwyrm Trance... Unless you're counting oGCDs, but in that case most Jobs have far more options, I don't mention them simply because oGCDs either maintain value in single target scenarios, or have some cost associated that provides a tad more depth to the Job using them. That's something that applies beyond AoE as well, Samurais Kenki for example does the same thing with it's dash-in and dash-out, the associated gauge cost makes such skills more interesting, IMO. As for Black Mage... Well most of its options are a result of it having more Job mechanics, Umbral/Astra namely, and actually having DoTs for Thunder, Flare and Foul have value in single target scenarios as well, although I suppose that might be changing with 5.0.

    All that said, if we were sitting here looking at Red Mage having new ways to spend its gauge in AoE situations, instead of building it? I'd be a lot more interested. Just in general I'd like more things to do with the gauge, the building mechanic is already there and perfectly fine, it didn't really need new additions to it IMO. What we needed was more ways to play with the gauge. Hopefully enhanced Reprise can at least offer something there if nothing else, but the description given thus far leaves a lot to be desired...
    (3)
    Last edited by Nalien; 05-25-2019 at 11:06 PM.