That said, if the devs increased the frequency of the melee combo, I'd take it. I wouldn't be entirely kind to it, but I would also recognize it as a step forward.
Which I expect is the direction that the job will most likely take for advancements in future expansions, especially considering Scorch and Improved Manafication in ShB -- hastening the melee combo little by little.
That's a very questionable stretch of logic. Even ignoring that, you're still casting a spell after it if Dualcast procs.
Semantics, unless you fully expect a possibility of hitting two melee attacks as a starter and being able to string together enough Dualcast procs in a row to spend the next 20 sec purely casting so you have time to step away to deal with mechanics and step back without significant damage loss.
You talked about being out of melee range and how no RDM would attempt to do anything until they were able to close the gap. I argued to the contrary, and you decided to bring up unrelated situations (movement phases taken on an entirely different meaning when you're able to attack and continue your combos) and absolute no brainers (Who would ignore adds during an adds phase?) in an attempt to counter.
No, I said that there is no reason a melee job out of melee range for any given period would be in a position to sit still and hardcast a spell for the duration they're at range, and that there are reasons why all of the ranged attacks available to other jobs are instant. Simply giving the job a greater variety of effects it could use at range compared to a dedicated melee is a moot point, since at the end of the day you won't have the time to cast more than a couple times before it becomes a damage loss and will still get more value out of being close-up.
Hey, you're the one that wanted guaranteed Dualcast; I'm perfectly happy with it being purely a proc to react to.
Only because the alternative you provided was hardcasting, though I admit I had missed that Jolt was instant at the time.
You seem to have forgotten some people came on to FFXIV's RDM expecting a sword & spell hybrid. Especially after how FFXI's RDM turned out. And that sentiment, while not unanimous, has existed since 1.0 was announced (one of the first topics in the FFXIV section of the fan forum I was a member of at the time was a melee RDM topic).
I have not forgotten that, actually -- why do you think we're in this thread.
Yes, you'd have to stand in melee range. No, that's not a bad thing.
In a vacuum, no, being in melee range for a brief period isn't a bad thing, that's how RDM can get away with spending about 7 seconds in melee every minute, especially when they have enough leeway to hold off on jumping in immediately.
The problem comes when the job is expected to spend larger swathes of time in melee range, since we have a fraction of the survivability of your average melee. We would be more vulnerable to risky maneuvers than other melee yet just as required to take the same risks to maintain DPS, unless we get lucky with procs.