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  1. #1
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Lots of words..
    Good post, unfortunately, the FFXIV team seems to be in love with the current design for the job and convinced that they nailed it 100%. I'll admit they got some things right - I really like how they managed to make the melee combo an essential part of the rotation, and I do have a lot of fun playing the class - but it\\'s not so perfect that they can just sit on their hands and never try to do anything with it. Ultimately they played it too safe with RDM in this game and as a result it mostly feels like a gimped black mage with a rez and a melee combo they need to use. Giving it aero and stone and calling them white magic is the least innovative or interesting thing they could have possibly done especially when they made the job\\'s healing tools so underwhelming as well. Having the melee combo is nice at first but when you\\'ve played the class for over two years it\\'s hard not to notice that it\\'s designed in such a restrictive way that we\\'re unlikely to ever see it expanded. It would be nice if they had someone passionate about Red Mage come in and look at ways to improve the job.
    (0)

  2. #2
    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 Katie_Kitty View Post
    Giving it aero and stone and calling them white magic is the least innovative or interesting thing they could have possibly done especially when they made the job's healing tools so underwhelming as well. Having the melee combo is nice at first but when you've played the class for over two years it's hard not to notice that it's designed in such a restrictive way that we're unlikely to ever see it expanded. It would be nice if they had someone passionate about Red Mage come in and look at ways to improve the job.
    To be fair, most of the stuff that's white magic that would normally fall into RDM's kit is not really usable here. Protect doesn't exist anymore. Stoneskin isn't here. Dia might work as a DoT. I guess a version of Regen might work, though I'm personally not keen on it. There's also certain debuffs, though Slowing down a boss or Paralyze proccing before a tank buster would make RDM super OP.

    My guess is that they went with that since the writers already established Stone/Water/Aero as white magic. Can't say I agree with it, but it does make sense.
    (3)
    Last edited by Duelle; 09-21-2019 at 10:08 AM.
    * 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)