For me RDM feels still very good to play. It just needs some small potency buffs.
For me RDM feels still very good to play. It just needs some small potency buffs.
Since my access to the game will be up in less than 12 hours (thanks, free login period!), I wanted to make some comments.
Agreed. It's not surprising seeing that all RDM got was AoE traits, (poor attempts at) replacement skills and a filler that looks like Scathe 2.0. The AoE spells are just messy on a concept level (because now one would expect more tier II spells that are AoE, except they don't fit the gameplay nor how mana gain works in the current design). If the problem was low AoE damage, other possibilities existed; if the problem was people not liking casting Scatter over and over, there's no helping that.NEW IMPLEMENTATION
While I can see the merit in wanting to give RDM more control over when they can melee (I really like your Manafication suggestion), that's more of a bandaid fix since part of the problem you describe is tied to the core of how RDM was designed in this game. Rather than measure my words like I did when this job was first implemented, I'll just flat out say that designing RDM to jump around the battlefield like an idiot was a stupid idea and will always be so long as combat involves dodging telegraphs and reacting to mechanics (funnily enough, the type of gameplay they forced on RDM here would have actually worked in FFXI, which says quite a bit). This means is that to address the issue at hand, SE needs to decide a position on the battlefield for RDM to stand in and leave them there, allowing use of gap openers and closers only when needed (as opposed to making Corps and Displacement part of the rotation). Thus RDM needs to either move to the front lines (which, as far as I'm concerned, is where RDM belongs), or keep them in the back lines with the BLMs and SMNs.The MELEE COMBO
Right now RDM gets the worst of both worlds because the design is what puts them in the situations you describe.
Seeing that Dualcast is the only casting-related mechanic RDM has, your suggestion for letting it proc from Swiftcast has a lot of merit. BLM's can't complain either since they still have one over RDM with Triple Cast!DUALCAST
As I see it, the core of the problem is that RDM can use Dualcast to bypass the prohibitive cast time of their raise (Jolt II/Verfire/Verstone/Vercure => Verraise). This puts it notably ahead of SMN (who'd have to blow Swiftcast on Resurrection or sit there for the whole cast time). While I can agree that RDM doesn't really need Raise (there's a reason none of the suggestions I've ever made for the job included Raise), I'd suggest turning it into an ability on a long cooldown. Make it a caster DPS role action for all I care. Though if removing it is what will allow RDM to move up the DPS charts compared to the other casters, I guess that's a price worth paying.VERRAISE
I agree that the job needs to be looked over, and should have grown a bit with SB as opposed to what RDM got with the expansion.CLOSING
Last edited by Duelle; 08-21-2019 at 05:30 PM.
* 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:
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They have likewise done both Ultimates on RDM, four tiers and completed this most recent one week 1, and claimed decent parses on all of them, and like Wayfinder, aren't enjoying the place the job is in right now. They're 100% in agreement with all of Wayfarer's statements.
Tbh I agree with a lot of what you say outside ur hate for melee combo. And engagement.
Melee combo is pretty common for the job, it wields a sword removing that wouldn’t really make a lot of sense. However I will agree if they gave us more tools we could align our bursts solving the problem.
Engagement is actually a optimisation our current 110 - 120 sec windows actually are used as 3x displacement 1x engagement, so it has room outside just a situational skill.
Here’s what I’d personally like to see RDM get.
- I want a self buff which consumes mana, this would allow us to make the choice of melee rotation or using our mana into ranged attacks.
- I want 2 more OGCDs, Verwater as a ST and verblizzard as our AoE.
- our melee to have more impact in our play then it does currently. Atm it feels like a timer your forced to abide by. I’d like to see it do more for the RDM then just that.
- I want a second stack of acceleration.
- I want verraise to be changed to being on a 30 secCD with 2 stacks , and our potencies buffed in trade. Keeping our utility but putting more restriction on it.
- I saw somewhere someone say our heal increase the damage of our next attack by 20% I kinda like the concept.
I do believe I stated that a engagement was mostly fine and that my problems were primarily with Reprise, and VerA/T 2 and My hate for melee combo isn’t that we have it. It’s that it’s at the mercy of RNG which can become very annoying in fights Like Leviathan where he jumps a lot. I believe it’s the melee combo right before Maelstrom where I had such bad proc rng, that he jumped as scorch was about to go off. Delayed melee combos also starts to negatively impact Embolden and Manafication alignment too which something I have a serious issue with because in Leviathan, the 3rd 2 min window during the Refrashing shower line puddles where the party drops their puddles in a straight line actually requires a triple melee like strat as to not misalign my cds further. It also happens again during the final mechanic where ranged need to grab tethers but rdm needs to do a melee combo and it’s cancer trying to do it max melee and impossible to do in a pug
This "specific niche" is extremely common in duty finder, be it alliance raids or normal raids. And there are way more people doing content through duty finder than doing savage content with static groups. So the specific niche is actually where Verraise hardly matters.
That said, class balance is usually centered around that niche, because it's the only place where it really matters. So here is the inherent problem of Verraise: It's often used very powerful tool that can, and often does, singlehandedly save runs, but in the niche the game is balanced around it is mostly useless. So what to do with it? To be honest, i'm fine if there is a job that excels at casual content, but lacks behind in the hardcore content. But i don't do the hardcore content anymore, so my perspective is probably different from yours. Still, i don't think every job has to perform equally in every type of content.
RDM succeeding in casual content isn’t really saying anything when all jobs are designed to be capable of it with the least amount of effort possible. You could very well get carried in a group as a Ice mage instead of a BLM. My problem with verraise is that the gap between RDM and BLM is too high, RDM works nearly as hard as BLM to perform well (if there is a fight with high uptime and low mobility, both benefit from it. When there is a fight with high uptime but high mobility BOTH suffer for it.) when compared to BLM(a job touted as the most difficult by those who are intimidated by the turret playstyle despite all the QoL it’s gotten over the years) but their rewards are night and day, RDMs reward is saving trash parties and that’s not good job design.
Jobs shouldn’t be made to prepare for the worse and as I’ve said. Nobody in the community can properly access the value of Verraise and how much rdps RDM needs to miss out on for its presence. All they know is that it should be low but, how low is someone else’s problem. This is why Verraise is a problem and should be removed as we went through the entirety of SB with this problem. Now SHB is here and the problem has actually gotten worse even though RDM got no new utility to compensate for it. it's like verraise is a void for rdm's potential rdps and the disparity between BLM and RDM is justified purely by the fact that RDM can rez and BLM can't(BLM can get so much more tools and damage while rdm gets nothing but it's ok because verraise is here. completely ignorant to the fact that we got no additional utility). never mind the specifics that a good BLM is leading his party to a clear and a equally good RDM is salvaging one by tanking his own performance. Janitor isn't a fun profession, RDM should provide more damage or more proactive utility
Last edited by Wayfinder3; 08-15-2019 at 04:58 PM.
What's fun and what isn't is a subjective matter. Many classes can lead their party to a clear by good DPS, at the moment for example Monk. But salvaging a run like that is something only red mage can do and nobody else. For me, these moments are a lot of fun, i can feel a sense of accomplishment. The same sense of accomplishment as i felt when clearing the hardcore content back in the day when i still did it.
Yes, the gap to BLM is too large, but don't call for a removal of Verraise because the "real supposed" size of the gap is hard to determine. I'm sure there are many other people like me who enjoy red mage exactly because of verraise, if it's taken away, there is no place to go for those people. If you are only interested in DPS and savage clears, you have lots of options available. So i'd rather have red mage be subpar in savage than having them remove verraise.
Again, i don't think every job has to perform the same in every type of content. There are enough jobs for some of them to be better at certain type of content and worse at others.
tbh i agree it shouldnt be Removed, Just nerfed.
Imho, a CD of 30secs on Verraise with 2 Stacks Would hold its Utility to a good level, (in a Raid u generally are only Weighed on for rezzs once Healers are dead, and u could still Double Rezz them and u can still get out a Instant rezz on a Target during a Group)
i disagree with it being a great spell tho, today in Casual content i've Never used Verraise, no one dies to warrant it lol, it falls out of use even in more casual Settings.
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