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Thread: RDM 6.0 Idea

  1. #11
    Player
    Leidiriv's Avatar
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    May 2015
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    Limsa Lominsa
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    Leidri'sae Bherre
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    Siren
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    Red Mage Lv 80
    Quote Originally Posted by Mansion View Post
    I'm not sure about healing as an added effect, see Phoenix on SMN. It's kinda okay, but no one can rely on it as it's a bonus top up.

    We all agree that the elephant in the room is VerRaise. It needs either a nerf or to be gone entirely so that RDM can be reconsidered as either a "support oriented" job or a higher DPS job, as it seems to be the thing holding it back currently.
    Except Everlasting Flight is actually worked into the healers' consideration for what they need to heal in a fight, when it lines up with incoming damage. I also agree 100% that Verraise needs to be nerfed so our "support" kit can be refocused. I had figured that some potent healing support which, rather than coming at a massive cost to the RDM, could actually help them work with their rotation for alignment purposes would be a good start. After all, Leniency as written is about as strong as Indomitability in SCH's kit (I'd be open to dropping the heal potency a bit further ofc).

    Also, in this expansion RDM does not hold the title of most mobile caster. That honor goes to BLM, with their two teleports, two charges of Xenoglossy (with the ability to use them right before a third one comes back), four instant casts courtesy of Swiftcast and Triplecast, and the proc they can force with Sharpcast even during the massive insta-cast chain. Hell, if BLM gets much more mobility MCH is going to get jealous!
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  2. #12
    Player
    Gaethan_Tessula's Avatar
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    Jun 2019
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    Gridania
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    Character
    Gaethan Tessula
    World
    Adamantoise
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    Blue Mage Lv 70
    Quote Originally Posted by Leidiriv View Post
    I addressed all 3 points in that pair of skills. Both Leniency and Phalanx are oGCD, their damage potency was carefully selected to be slightly below the potency-per-mana of the melee combo (8 potency per mana instead of the 9.16 of the combo), and the primary purpose of their Balance Gauge interaction is for realignment without having to blow excess procs or anything like that. Additionally, Phalanx fulfills your third point to the letter.
    And leniency hits option #2.

    However, I think that them interacting with the mana gauge at all would produce unintended side effects or player perceptions.
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    Last edited by Gaethan_Tessula; 08-20-2019 at 09:00 AM.

  3. #13
    Player
    Leidiriv's Avatar
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    Leidri'sae Bherre
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    Siren
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    Red Mage Lv 80
    Quote Originally Posted by Gaethan_Tessula View Post
    And leniency hits option #2.

    However, I think that them interacting with the mana gauge at all would produce unintended side effects or player perceptions.
    What side effects could it produce? (Also, the potency per mana numbers in the quoted post are severely outdated now, as i buffed the skills a fair bit).
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  4. #14
    Player
    Gaethan_Tessula's Avatar
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    Gaethan Tessula
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    Adamantoise
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    Blue Mage Lv 70
    Quote Originally Posted by Leidiriv View Post
    What side effects could it produce? (Also, the potency per mana numbers in the quoted post are severely outdated now, as i buffed the skills a fair bit).
    Someone will get into a situation where they feel pressured to choose between putting out the heal and delaying their melee combo by a GCD (or worse, cutting it short if it's going on when the support skill needs to be used and their mana numbers are hovering just above minimums), then come onto the forums and claim these skills are horrible clunky design and they'd rather just have straight DPS skills.

    And people would agree with it, given that things like ever having to clip an oGCD in this game are apparently seen as a horrible offense against game design by some on this forum.

    Experience with the community has taught me that the best received support abilities on DPS jobs don't mess with rotations, even circumstantially, unless the impact cannot possibly be negative.
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    Last edited by Gaethan_Tessula; 08-20-2019 at 03:52 PM.

  5. #15
    Player
    Drayos's Avatar
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    Jun 2019
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    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    tbh my wish list for 6.0 would realistically be

    - Nerf Verraise to 60sec Cooldown with 2 Charges. giving us the ability to insta Double Rezz, but not Spam it. this would Make it much easier to balance as it'd be a good progression tool but not so OP it has to Pull the Kit down to hold.

    - Vercure Increases the Damage of the next Ability by 20%.

    - a 120sec CD which Puts a Shield on all members of the party.

    - VerFlood (a OGCD AoE Ability) and VerWater (a OGCD ST Ability) introduction.

    - Corps-a-Corps increases Auto Attack Damage Done for 8 Seconds.

    - Reprise returned to 300 Potency As it should have been.
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  6. #16
    Player
    Leidiriv's Avatar
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    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Gaethan_Tessula View Post
    Someone will get into a situation where they feel pressured to choose between putting out the heal and delaying their melee combo by a GCD (or worse, cutting it short if it's going on when the support skill needs to be used and their mana numbers are hovering just above minimums), then come onto the forums and claim these skills are horrible clunky design and they'd rather just have straight DPS skills.

    And people would agree with it, given that things like ever having to clip an oGCD in this game are apparently seen as a horrible offense against game design by some on this forum.

    Experience with the community has taught me that the best received support abilities on DPS jobs don't mess with rotations, even circumstantially, unless the impact cannot possibly be negative.
    I guess I just don't see the slight melee delay (though it could, on occasion, do the opposite and get you meleeing earlier than you would normally, at something like 90/75) as an inherent loss, as long as you're still getting the requisite 3 melee combos per Manafication. Hell, these skills could even be a way to dump some excess mana in the event you can't actually go into melee quite yet. If they're mid combo, all they need to do is use Holy/Flare and suddenly they have enough mana for their utility, for that matter.
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