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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    From reading this thread, I'm getting the impression that Verraise is being used as a reason to keep RDM DPS potential down. While I agree that this sort of approach in questionable, can see why Verraise makes for an easy target (since RDM can bypass the prohibitive cast times for rezzing thanks to Dualcast).

    Assuming we want to address the problem to justify an increase in DPS potential, there are a couple of options:

    A) Remove Verraise from interactions with Dualcast: This would make sense, but it would mean Dualcast is not universally functioning with all spells, which I'm sure would bother some people on a thematic level.
    B) Change Verraise into an ability: Instant cast, but on a 90-120s cooldown. You'd probably have to do this to SMN too if you want to maintain some level of control over how much DPS jobs can contribute to wipe prevention/recovery. The downside here is that it puts Swiftcast in an awkward position.

    As for what can be done to remedy the low DPS without adding new mechanics, there's also a couple of routes for that:

    A) Potency increases: This is self explanatory.
    B) Buff Embolden: This can sort of work since it would be an increase to raid DPS. Not a fan of the idea, but it is a possibility.
    C) Increase mana gained from spells: This would allow more melee combos, which at lv80 also means more uses of Scorch after Verflare/Verholy. My suggestion would be Jolt and Impact granting 5 of each mana, Verthunder/Veraero granting 13 Black/White mana, Verfire/Verstone granting 11 Black/White mana, and Scorch granting 9 of each mana. Verflare/Verholy would stay the same. Not sure how much of an increase this would be if current potencies are left alone.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Duelle View Post
    Change Verraise into an ability: Instant cast, but on a 90-120s cooldown. You'd probably have to do this to SMN too if you want to maintain some level of control over how much DPS jobs can contribute to wipe prevention/recovery. The downside here is that it puts Swiftcast in an awkward position.
    There is a growing sentiment among RDM for VerRaise to just be an ability. A friend suggested it should be a 2 minute cool down with 2 charges on it and I think thats fair. Casters can become recovery support, without the need to lose raw DPS themselves. Let healers keep the GCD raise. Swiftcast is already in an awkward position for SMN as its needed for their DPS rotation. RDM uses it as well as a backup proc fisher. Either using it on just raise will just cause issues with people clutching onto swiftcast the whole fight.

    Personally, I just want to be done with it all. Give all casters a role skill raise or none of them. Give all casters a role skill raise or divide the caster role into Janitors (raisers) and Real Casters.

    Raise in itself is learned at level 12 by a novice caster, an arcanist. Surely a Black Mage could grasp a similar concept. Its just a low level magic that is easy enough for someone familiar with the magical arts to learn, no more difficult than that same BLM having learned Erase in 4.x. Adding a cool down to it further shows its something that the role can do, but can't do often, unlike the healers who will keep their GCD raise.

    RDM, SMN and BLM should share the same sort of dynamic as the other classes. RDM for low personal DPS, high RDPS, SMN for middle ground and BLM for high personal DPS. BLM should have an advantage after the two just because of its personal DPS nature. Thats it. Balance the other roles similarly. Let the Role bonus be what keeps the party formed into a standard comp of 2 healers, 2 tanks, 1 ranged, 1 caster, 1 melee, 1 free slot.

    Quote Originally Posted by Seraphor View Post
    It's not just Verraise being spammable.
    Overuse of Verraise is just as detrimental to a RDM and SMN, it just gives a slight boost from Dualcast.

    The reason RDM does less damage than even SMN is because it has additional utility.
    It has a viable cure spell.
    It has a party wide buff (so additional rDPS).
    And it's also the most mobile of the casters.

    Again, vercure has its own costs. Look at PLD. Clemency does double the healing as Vercure at our ilevels and yet its tied for the top DPS slot amongst tanks. Why doesn't PLD suffer the Safety net tax for Clemency, as RDM does for Vercure?

    RDPS and PDPS add up to balance the class. Even with Embolden, RDM is about 3% behind SMN and 13% behind BLM at the highest skill level.

    Also again, RDM mobility comes and goes in windows. We have a different sort of mobility compared to BLM who have access to instantcast procs that they can hold onto, Xenoglossy and Triple cast.
    (3)
    Last edited by Zyneste; 08-12-2019 at 09:13 PM.

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zyneste View Post
    Personally, I just want to be done with it all. Give all casters a role skill raise or none of them. Give all casters a role skill raise or divide the caster role into Janitors (raisers) and Real Casters.
    While I agree with the former, this would call for turning rezzes into role actions across the board. Have Resurrect be the DPS role action on a 90-120s cooldown, and have Raise be the healer role action that is a spell with a 10s cast time.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Duelle View Post
    While I agree with the former, this would call for turning rezzes into role actions across the board. Have Resurrect be the DPS role action on a 90-120s cooldown, and have Raise be the healer role action that is a spell with a 10s cast time.
    I mean, you could if you want. Healers already all have the same GCD raise, so turning them into a role skill doesn't really change anything for them. Its 8 seconds though, not 10. RDM is the only raise at 10 seconds, because of dual cast. Role skill OGCD Ressurect on a 120 second cool down feels natural enough for me, even better if it got charges.
    (1)

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zyneste View Post
    I mean, you could if you want. Healers already all have the same GCD raise, so turning them into a role skill doesn't really change anything for them. Its 8 seconds though, not 10. RDM is the only raise at 10 seconds, because of dual cast. Role skill OGCD Ressurect on a 120 second cool down feels natural enough for me, even better if it got charges.
    The reason I mention this is more because of ACN splitting into SCH and SMN. It would be a lot less messy over having to create two version of Resurrect (SCH version on the GCD, SMN version that's an ability).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)