Well the way it’s dragging the jobs down, it needs to be gone or become a role ability. Just like you care about saving a raid or dungeon some of us care that the classes actually perform in savage and ultimate content.
This tbh.
I don’t know why people say they want to keep it. Save people when? For the first run of a dungeon on release and then never again.
Never been in a dungeon which required me to heal nor Rez anyone. After first week no ones dying in normal modes anymore. And most statics prolly have savage variants on farm now.
Litterally our expansion long use is already over and people think RDM is fine![]()
We should be useful for more then the first hour of a content release.
Take verraise off dual cast minimum, we have SC if we rly need to get a Rez out.
No, this second week is part of the 'peak' of meta use.It works the other way around.
RDM is a prog job, it’s good for for the prog time of raiding. It actually falls off later on as it becomes less and less required as once it goes onto farm they generally bring a BLM
Once summoner is buffed up it will become the other option realistically haha
First its prog, where raises come in handy.
Then its pure DPS, as people struggle to meet the tight DPS checks.
Then once people are geared up, the meta loosens slightly, as those DPS checks won't be so tight.
Once its all on farm, people do Parse runs, which will mean they wont bring us. We are STILL being Locked out of PFs on Titania even now with Savage gear out, Statics may Loosen but PF never will for aslong as RDM Sits as far down as they are, theres Just no purpose in bringing one. Once things are on farm, people want fast kills, not to just casually Wonder through. because they doing something repeatively.
The concept RDM Will be fine where it is, isnt true, not in a PF World im afraid, Even in peak times, we've seen RDM Locked out in Some PFs, becuase the point still stands.
If ur Teams dying enough to warrant a RDM you WONT clear, the DPS check is too tight currently for u to viably do it, people are currently using RDM until They comfortably get to enrage then Swapping to a More DPS Focused job for the clear. If thats what yoshi intends the job to be, Fine. but admit it tell us thats the concept behind the job so we can Drop the Job or know this prior walking in.
2nd week and im seeing streamers See teams with RDMs blocked from joining. It says enough. our RDPS Value is litterally lower then a Ninja which is already a high topic among people when coming down to viability, so if we're a rezz bot fine. but Admit that, then we know not to ask for changes as We'll know the intentions behind the jobs existance.
I mean more then anything.
Just tell us Where RDM Stands :P, It'll end these disagreements. If its a Job to use til Enrage then take another Caster, or some form of a baby steps into the Caster Role. its Fine but players should be aware of this if its Intentionally Aimed at not performing in Raiding Past Learning mechanics. realistically i dont rly know why we need a Entire job based on it overall. Why not just give Healers 2x Swiftcast to match 2x True Norths and Give Casters a basic Rezz, it'll add uptoo 6x Rezzs a Run. Which will give a alternative to this problem without dedicating a entire job to it.
Last edited by Drayos; 08-10-2019 at 06:53 PM.
I really feel like SE keeps forgetting about RDM. Back at SB release RDM was actually alright. Then RDM slowly started to fall behind as they kept buffing other classes but left RDM alone. Now we're in ShB and once again they keep neglecting the job's issues. The mana change in the savage patch was nice, but that was only one of the so many issues. I was really hoping they'd bring RDM up in the last liveletter, but my hopes were once again shattered.
Yep, this is exactly what happened. We are probably the most overlooked job as far as what we got this expansion, our damage, and strife. It's very hard for RDM's to speak up for what we have problems with because the other jobs dangle verraise in our face without truly understanding the value and disparity that RDM has between all other jobs. I promise that nobody can accurately tell you how much dps that Verraise is equivalent to but it's certainly not the 1000+ between RDM and BLM. The job is essentially being swallowed by the radiance of SMN in SB or now the torrent of BLM's raw damage to a point that verraise is the ONLY leg we have to stand on and, playing a job who's entire reward comes from picking up those who've made mistakes. Sadly, no fflogs is going to show this contribution fondly and your teammates are too busy cursing their own folly to extend gratitude. RDM is truly the job that works hard to contribute and it always falls on deaf ears. "Helpless in our cries"I really feel like SE keeps forgetting about RDM. Back at SB release RDM was actually alright. Then RDM slowly started to fall behind as they kept buffing other classes but left RDM alone. Now we're in ShB and once again they keep neglecting the job's issues. The mana change in the savage patch was nice, but that was only one of the so many issues. I was really hoping they'd bring RDM up in the last liveletter, but my hopes were once again shattered.
Last edited by Wayfinder3; 08-11-2019 at 04:05 AM.
WOW such a response! I truely didnt know if people felt the same way I do about this and I'm very glad people are voicing their concerns about it!
I hope if we are vocal enough we can get someone at SE to listen and have a think about how the "raise tax" is affecting the game.
I love what some people have suggested on the board and would be great to see some kind of buff to RDM.
I hope people keep talking about it and its not just swept away and forgotten about!!
I think a lot of people just plum don't understand Red Mage, which is ironic because so many look at it and dismiss it as nothing more than a builder and spender job. I've heard so many times in so many ways it deserves to be so low because it has verraise and it's easy.Yep, this is exactly what happened. We are probably the most overlooked job as far as what we got this expansion, our damage, and strife. It's very hard for RDM's to speak up for what we have problems with because the other jobs dangle verraise in our face without truly understanding the value and disparity that RDM has between all other jobs. I promise that nobody can accurately tell you how much dps that Verraise is equivalent to but it's certainly not the 1000+ between RDM and BLM. The job is essentially being swallowed by the radiance of SMN in SB or now the torrent of BLM's raw damage to a point that verraise is the ONLY leg we have to stand on and, playing a job who's entire reward comes from picking up those who've made mistakes. Sadly, no fflogs is going to show this contribution fondly and your teammates are too busy cursing their own folly to extend gratitude. RDM is truly the job that works hard to contribute and it always falls on deaf ears. "Helpless in our cries"
How many understand the nuances of the 110s rotation vs the 120s rotation? How many understand where one is superior, and how best to weave between them? How many can reliably switch to the perfect proc opener on command, versus the 5-8 opener?
Let's go simpler. How many fully grasp the nature of RDM having no DoTs and the implications thereof? When we verraise, our dpsps (damage per second per second) drops to 0. When we vercure while an enemy is out, our dpsps drops to 0. To cast a nondamaging spell costs between 305-422 potency.
Yep, this is exactly what happened. We are probably the most overlooked job as far as what we got this expansion, our damage, and strife. It's very hard for RDM's to speak up for what we have problems with because the other jobs dangle verraise in our face without truly understanding the value and disparity that RDM has between all other jobs. I promise that nobody can accurately tell you how much dps that Verraise is equivalent to but it's certainly not the 1000+ between RDM and BLM. The job is essentially being swallowed by the radiance of SMN in SB or now the torrent of BLM's raw damage to a point that verraise is the ONLY leg we have to stand on and, playing a job who's entire reward comes from picking up those who've made mistakes. Sadly, no fflogs is going to show this contribution fondly and your teammates are too busy cursing their own folly to extend gratitude. RDM is truly the job that works hard to contribute and it always falls on deaf ears. "Helpless in our cries"To add to this list:I think a lot of people just plum don't understand Red Mage, which is ironic because so many look at it and dismiss it as nothing more than a builder and spender job. I've heard so many times in so many ways it deserves to be so low because it has verraise and it's easy.
How many understand the nuances of the 110s rotation vs the 120s rotation? How many understand where one is superior, and how best to weave between them? How many can reliably switch to the perfect proc opener on command, versus the 5-8 opener?
Let's go simpler. How many fully grasp the nature of RDM having no DoTs and the implications thereof? When we verraise, our dpsps (damage per second per second) drops to 0. When we vercure while an enemy is out, our dpsps drops to 0. To cast a nondamaging spell costs between 305-422 potency.
How many people who don't play RDM:
- Understand constantly dividing your window for manafiction cool down against the remaining Displaces/Corps that can fit in that window and using engagement as a time mitigator to get an extra OGCD cast. Shocking that Engagement is actually a DPS gain when you're able to use it right.
- Realize how far ahead a RDM has to project to make up for the GCDs of mana needed for a movement mechanic like E3's Stormy Horizons during a fight with bad proc luck.
- Further on that, we are constantly fighting our bad proc GCDs to "catch up" in a fight. Something we can never actually do.
- Realize that we are chained to the floor every 2.5 seconds, outside of melee combo windows, which chain us to the boss. Where as a BLM might be able to move for 7.5 seconds with just one button push. Not including Xenoglossy, swiftcast, sharpcast procs. Movement on demand vs Movement during set windows. We have different windows of limitations.
- Realize how displacement is constantly on our mind about when we can fit it into a single weave slot with mechanics coming up.
- Realize the OGCD priority in an OGCD heavy class, upcoming mechanics that affect your position and their animations.
- Realize how much of our damage comes from a 10 second pull timer. Its not just the raw damage its the stability in our opener for starting with 11/11 and a proc.
- Realize how we cannot have our opener interrupted or delayed by any mechanic or our Pot won't hit the second Fleche.
- Realize how TIGHT our opener is in terms of OGCD weaving. Every slot is double weaved and even our melee combo has ogcds weaved into it.
- Realize that we are under threat of melee range for 1/5th of all our button presses, we need melee uptime to do our damage. Think how often that affects actual melees.
Like RDM is an intuitive job. Its a great design, but to call it straight simple and the "baby mage" is misinformed. It might be an easier job to reach a large chunk of its potential DPS, compared to people who can't grasp a job as simple as BLM, but optimization and knowing the job keeps you constantly thinking.
Last edited by Zyneste; 08-11-2019 at 05:55 PM.
"Sorry RDM the melees take priority over you for being in melee during second uplift. You'll have to deal with the overcap."
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.