This would help a bit since current manafication use hinges on having 40/40 or thereabouts to get a melee combo out. This would facilitate getting two melee combos back to back, which is a step forward.
I like these.Jolt II and Scatter now give 4/4 Mana; Impact gives 2/2 Mana per target struck, up to 5 targets; Scorch now gives 10/10 Mana.
Since several good ideas have already been mentioned, I don't have much to offer aside from:
- Jolt II, Impact, and Scorch have a chance to grant Enchanted Blade (35%, 35%, 100%, respectively). Enchanted Blade is a stacking buff that caps at 3 stacks and allows free use of an Enhanced Weaponskill of your choice per stack. The idea is for spell spam to give additional opportunities to use the sword within the current design beyond just hitting 80/80. The only concern would be just how much this would increase RDM's DPS output.
The ideal scenarios I was thinking of are being in the stretch between 30-80 mana and getting 3 stacks spamming spells to allow for a melee combo, and using partial stacks (one or two stacks) to initiate a melee combo and ending up with a good chunk of mana instead of being empty or near empty.
- Engagement's damage buffed to match Displacement's. I don't see the point in punishing the player for not jumping away and/or being in situations where they can't jump away.
Adding more melee wouldn't necessarily make the job disjointed, as doing so necessitates mechanics to make everything work.Okay, yikes. Spellblade's a separate job, Red Mage is a caster DPS, and the "more melee, more white magic" thing will make us more of a disjointed mess, not somehow cause a wave-function collapse into a perfect rendition of the job that will make everyone happy.
As for playerbase happiness, it'd be foolhardy to think a change of that level would make everyone happy. The people that wanted the sword to play a bigger role would likely be happy. The ones that wanted to play a caster that didn't have BLM's or SMN's extra mechanics, on the other hand, would not.
If your concern is damage taken (I don't see why else you'd mention survival tools), bosses don't have much in terms of unavoidable damage that is exclusive to specific ranges (i.e unavoidable damage that hits only the melee or unavoidable damage that hits only the ranged). Unless melee are standing in the fire in EX and Savage fights because of DPS uptime and it hasn't been brought to my attention.There's no reality where a caster with hardly any access to survival tools is better off with more attacks that restrict them to a 3 yard range of the target,
I don't see a scenario where giving a front-lining RDM positionals would make sense. Specially if you make the combo rotation involve both sword skills and magic. An argument could be made for multiple melee combos (which would make it easier to justify positionals), but there's the risk of button bloat given the limited number of skills per job the developers use as a rule when designing things.and heaven help you if they add positionals like a true melee without True North.