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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
    Quote Originally Posted by Connor View Post
    Maybe it’s just me, but I’ve been wondering if they really need to change Verraise for Red Mage to get personal DPS increases.

    I’d understand if it gave some kind of damage increase, but isn’t the MP cost and DPS loss from not using Dualcast for damage already enough of a ‘tax’? If Red Mage had Vercure / Verraise exactly as they do now, but their personal DPS was higher than say, Dancer and Bard (which from what I understand would be the two lowest DPS if Red Mage and Ninja we’re properly balanced?), would it really make them too overpowered? It would be a bit strange to me if they just deleted Vercure/Verraise and shot Red Mage up to like, Monk/Black Mage/Dragoon levels (though their DPS levels are a whole different debate lol)
    I personally don't think anyone here would have an issue with just a potency increase or a DPS output buff while leaving everything else intact. The problem is that to my knowledge, the devs have said that RDM damage is tuned the way it currently is because of utility like Verraise. That's largely why the response from some has been "okay, nerf/change/remove Verraise then".

    Quote Originally Posted by Archwizard View Post
    Here's the thing though: Mechanically, you've just designed a melee job. Not "a caster DPS who also uses melee in near-equal shares", literally a melee job that punctuates combos with spells.
    What I presented is simply one element of a bigger design. There is room to add ranged options, though the last time I suggested something along those lines I was told it made the design unfocused.
    Sure, maybe every other attack or so is arbitrarily designed to have a range, but the same could be said of NIN mudras, DRG dives or any tank's MP skills
    A NIN or DRG is not going to be able to cast cures or offer utility in a pinch. The closest thing we have right now is PLD with Clemency, and even that required a trait that removed spell interruptions from the table. That's where RDM's versatility would shine, and why I would push for melee strikes allowing instant spells. The player would have the choice between spending their instant spells on heals or nukes.
    nothing is actually compelling you to back up when a spell comes up in the rotation, and you would functionally never want to back off unless compelled by encounter mechanics, making the act of giving the spells a range niche at best and largely flavor at worst.
    You shouldn't be compelled to back away from a mob unless you absolutely have to. This is why I say that the current use of Corps and Displacement are wasteful. They were thrown in partly for "style" (except that resulted in the job jumping around the battlefield like an idiot), partly to fill space between GCDs.

    On a personal note, I find the idea of hitting an enemy with a sword, followed by throwing a fireball at them at point blank range very satisfying.
    Ultimately you're not only at the greatest advantage when dug into melee range, but literally unable to use most of your spells in the first place without being close enough to charge them with your melee.
    Not necessarily. Spell use facilitated through melee is very different from spell use being allowed through melee. If you're at range for any reason (long telegraph, boss flies out of melee range), you could just hard cast spells or introduce a secondary mechanic that involves casting spells back to back. You'd do way more damage than a DRG (lolPiercing Talon) or NIN (assuming the NIN is waiting on a mudra cooldown) at range.
    It's a core melee job in Int gear (and even that would be a point of contention).
    I'll agree with you here. My earlier RDM write-ups had it as a DEX DPS, though that's largely because a ton of DEX gear was given aesthetics that suit RDM (Amon's hat comes to mind). I'm willing to be flexible on this, though.
    I wouldn't say it's unlikely at all, just unlikely to happen overnight exactly the way you dictated. I could see many of these being taken as directions for advancements of the job in future expansions, and in fact we've already seen a slow creep in that direction even with what little we gained in Shadowbringers. Mana generation rates and melee skill emphasis were increased with the introduction of Scorch, while Reprise and the buff to Manafication made us more liberal with Mana spending outside of the 80/80 combo.
    I don't celebrate the existence of Reprise, as that skill is basically Scathe 2.0 in how it relates to the rest of the kit. Unless Manafication was recently changed, a 110s cooldown (still way too long) and a buff to magical damage dealt doesn't really lean in the direction of more sword use.
    Besides, ShB literally overhauled WHM, AST and BRD. Never say never, particularly with statements made a half decade ago.
    I can only hope you're right.

    I commend your willingness to actually discuss this stuff. As such, I'm gonna leave this here as well, in case you're curious as to what one of my completed ideas look like. Far from perfect, but a direction I would have wanted for the job.
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    Last edited by Duelle; 08-25-2019 at 07:36 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:
    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
    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
    Gonna keep this locked in the spoiler box just to keep it from potentially derailing the thread, but it seems to be winding down...

    Quote Originally Posted by Duelle View Post
    A NIN or DRG is not going to be able to cast cures or offer utility in a pinch. The closest thing we have right now is PLD with Clemency, and even that required a trait that removed spell interruptions from the table. That's where RDM's versatility would shine, and why I would push for melee strikes allowing instant spells. The player would have the choice between spending their instant spells on heals or nukes.
    No, but a NIN or DRG wouldn't be spending GCDs on said sub-par healing either at the cost of their personal DPS. RDM still faces the same ability to be interrupted with Vercure, particularly since even Dualcasting Vercure (which is a terrible waste of the proc, mind), getting that proc means having full-cast another spell before it anyway.

    On a personal note, I find the idea of hitting an enemy with a sword, followed by throwing a fireball at them at point blank range very satisfying.
    I mean... the Verflare combo says hi.

    Not necessarily. Spell use facilitated through melee is very different from spell use being allowed through melee. If you're at range for any reason (long telegraph, boss flies out of melee range), you could just hard cast spells or introduce a secondary mechanic that involves casting spells back to back. You'd do way more damage than a DRG (lolPiercing Talon) or NIN (assuming the NIN is waiting on a mudra cooldown) at range.
    Big problem there though. Dualcast in itself is only a DPS gain not because it makes affected spells instant (which in itself only has a DPS value while moving or while oGCDs are available), but because it reduces their cast time below the GCD. This assumes then that, in order for a Dualcast proc mid-melee to come as a DPS gain, the spells it affects have to already bear cast times longer than the GCDs they consume.
    So when it comes to spellcasting at range, as you've suggested, we're left with two potential options:
    • One, that we're stopping while at range to hardcast spells that otherwise have a cast-time longer than the GCD. You would be hard-pressed to name one situation where a melee job being forced out to range but also limiting their mobility for longer than a GCD comes as a safe combination, much less a DPS gain; every situation I can think of usually involves a lot of running, and BLMs expressly gained tools to avoid that dangerous level of stutter-stepping. In fact those very situations are why DRG's Piercing Talon makes a fair comparison in the ABC game: it's instant, so you can keep moving.
    • Two, that you have another spell to proc Dualcast with, like a Jolt or "VerScathe"... wherein the actual design is little different than what we have now, just with a general damage shift towards melee.

    My earlier RDM write-ups had it as a DEX DPS, though that's largely because a ton of DEX gear was given aesthetics that suit RDM (Amon's hat comes to mind). I'm willing to be flexible on this, though.
    I mean to be fair, it does wield a rapier. DEX would absolutely make the next most sense behind INT as far as melee, though I should point out that Amon's Hat and so forth are actually Physical Ranged DPS gear (which is, hilariously, the exact opposite role to what you're proposing).

    I don't celebrate the existence of Reprise, as that skill is basically Scathe 2.0 in how it relates to the rest of the kit. Unless Manafication was recently changed, a 110s cooldown (still way too long) and a buff to magical damage dealt doesn't really lean in the direction of more sword use.
    To address your second point first: You might be surprised! The reduction to Manafication's CD has now created two potential rotations based on whether or not you conserve it to align it based on party comp/coordination. The "120s Rotation" employs the use of Moulinet to delay our main combo for buff alignment.

    And back to the first point: ... the fact that the above means we use Moulinet in single-target is rather jarring to me, which is why I had hoped Reprise would have been a substitute skill for that very purpose instead (in addition to other cases of "ABC is about to overcap my Mana but it's too dangerous to get into melee"). Alas, the fact that it spends even less Mana now means overcapping is less of a waste compared to multiple GCDs of it.

    As such, I'm gonna leave this here as well, in case you're curious as to what one of my completed ideas look like. Far from perfect, but a direction I would have wanted for the job.
    I don't think you're without interesting design ideas, just that they're misplaced to put them on the mantle of the Red Mage. I still think they would be much better suited towards a hypothetical Spellblade-esque job separate from the RDM.
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    Last edited by Archwizard; 08-26-2019 at 12:11 PM.