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  1. #11
    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
    Quote Originally Posted by Wayfinder3 View Post
    Couple things, 11 is a very different game than 14.
    And it's also just one example I can provide of distinction between Red Mage and the (Spell/Mystic/Rune)(Blade/Knight/Fencer) archetype. They're considered separate jobs in 5, 11, Tactics, Record Keeper, Bravely Default, and so on -- and that's only including games with that type of explicit job naming. I would also venture to use FF6 as an example, with Terra as a Red Mage (using curative/offensive magic and light swords) versus Celes as a Spellblade (explicitly called a Rune Knight, who has stronger equipment, largely learns offensive and status spells, and can absorb magic).
    I can find only one FF game featuring Spell Fencer that doesn't separately have a Red Mage (4 Heroes of Light). That's not something you can say about any of the other jobs you named in your example.

    But as you say, the two are separate games. Where in 11 Ninja was infamously turned into an accidental Evasion tank, here it's a pure DPS whose Ninjutsu effects largely resemble the Black Magic the job dabbled in during early titles. As you said yourself, where Red Mage could sub in for a healing role, in 14 it's more restricted by the Holy Trinity.
    The gameplay of a Spellblade is expected to be different as well -- that doesn't make it exclusive with Red Mage. In fact, in 11 it was an anti-magic tank, a role that is now occupied by the Dark Knight in 14 -- which was instead a magical melee DPS in 11, so a swap would just bring it full-circle.

    this means your new spellblader wouldn't be allowed to do alot of what you're hoping it can do
    All I'm hoping it can do is imbue attacks with elements, for both itself and the party. That's largely doable in 14, and a thread like this is where more would be intended to be hashed out -- if we hadn't gotten side-tracked with defending its very existence.

    and would instead just be another melee dps(we have 4 already)

    it's not worth it imo and, improving RDM seems like the better way of doing this instead of giving the melee dps role 5 jobs when it at best can only have 2 slots.

    Nobody here has asked for anything unique from this spellblader that RDM can't do

    eventually, this game will have to stop adding new jobs.
    Quote Originally Posted by Wayfinder3 View Post
    Explain what would make this job different from our current melee, what it would contribute, and how it would fit into the balance of the whole role.
    And if this were a concept for a caster or a healer, you might've had a point there. Please do take those arguments any time someone brings up Chemist as the "inevitable" next job and only mentions Mix and throwing potions to separate it from the chaff.

    Here's the thing you're ignoring: Nobody is saying the devs have to add a Spellblade today, or even next expansion. Yoshi-P has already said a big part of why DNC got added in ShB was because he wanted to start balancing out the roles we already had (where we only had two ranged DPS), so the general expectation is that next expansion will bring two of either a Caster DPS, Physical Ranged DPS, or a Healer.
    You're right: melee DPS is one of the most bloated roles at present. Were there to be a new melee DPS added, it would be at least two expansions down the road after every role is "balanced" again, and who knows what design choices will be made before then, so it's a moot point to go into "well what can it bring to the utility table that any other job can't" when we don't know what the meta will even look like at the time such a job is even being considered.
    It wouldn't surprise me if at that point the devs made one just because they got tired of making only ranged roles for 4 years.

    Besides, it's not like SAM exactly revolutionized melee either when it was introduced. I still see complaints that RDM was brought in during a time when the casters were already imbalanced.

    This thread is literally just about having a space for people to design a melee job with some magic -- OP literally asks if anyone has thought one up. The thread is getting side-tracked with arguing over whether we need one or not; we already know we don't, so quit thought-policing and just let people have their fun, savvy?

    Quote Originally Posted by Duelle View Post
    Here's some barebones concepts to show why I disagree with you:
    You aren't really showing "why you disagree", you're just discussing an alternative concept that would allow your ideas for RDM to go unabated.
    That there are multiple avenues such a job could take only goes to my point that the RDM and a Spellblade could co-exist, and in fact goes to defeat previous points about "robbing potential" from RDM.

    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.
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    Last edited by Archwizard; 09-24-2019 at 07:08 AM.

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