Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 95
  1. #21
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    It needs to be stated that these buffs, while small, will add up. We have to remember that, of the 3 "main" casters, RDM is the fastest, that's part of the reason they got MP nerfs in the previous update, they were so fast they kept running out of MP, even with Lucid Dreaming on CD. We'll still have to wait and see, but for the most part things seem good.
    (1)
    Last edited by Eloah; 10-27-2019 at 01:46 AM.
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  2. #22
    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 OneTrueMiqote View Post
    Dev intent with those moves is aesthetics. Dash in, melee, dash out, looks cool. And they have accomplished just that. If you want to look cool, by all means and use the movement tools in conjunction with your melee combo. However this is not what we do in optimized play.
    Then let me be more clear.

    I was discussing it because Leidiriv was being intentionally obtuse about the dev intent of CaC with relation to the melee rotation.

    Functionally, you are correct that in optimized play it would just be an oGCD. However, it is not the dev intent for it to be purely an oGCD for damage, shown by the gap-closer component, connection to Manafication, and its original timing to come off cooldown approximately as often as we melee.

    Wereotter had a point that if melee rotation frequency increases significantly, then the dev intent of CaC falls apart, which is why it is surprising that its CD is thus far unaffected.

    Not here to argue that "you should stay back 20y and silo spells", only to point out that no, you know exactly why CaC was brought up, even if that's not how you use it.
    (4)
    Last edited by Archwizard; 10-27-2019 at 01:44 AM.

  3. #23
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    Ultimately it doesn't matter, line up with CaC doesn't matter, you have plenty of time to run in range when you see you're approaching the mana level of melee combo, it doesn't ruin anything, you don't have to spam reprise, you don't have to lower your mana, just literally walk to the boss during a dualcast window and you can melee, because being able to reposition in dualcast also happens to be a flavor of RDM.

    I don't know if you and the other guy are expecting the devs to hold the "dash in - melee - dash out" as if it was some immutable canon.

    Also if the dev intent was just the visual aesthetic they would have removed any potency from both movement skills, as long as RDM has RNG procs and those skills have potency they won't always line up. The fact that they keep the potency post 5.0 changes means they are okay with the way people are using them as ogcds, and they even added a high payout / low payout version of the disengage skill.
    (2)
    Last edited by alimdia; 10-27-2019 at 01:54 AM.

  4. #24
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Archwizard View Post
    Then let me be more clear.

    I was discussing it because Leidiriv was being intentionally obtuse about the dev intent of CaC with relation to the melee rotation.

    Functionally, you are correct that in optimized play it would just be an oGCD. However, it is not the dev intent for it to be purely an oGCD for damage, shown by the gap-closer component, connection to Manafication, and its original timing to come off cooldown approximately as often as we melee.

    Wereotter had a point that if melee rotation frequency increases significantly, then the dev intent of CaC falls apart, which is why it is surprising that its CD is thus far unaffected.

    Not here to argue that "you should stay back 20y and silo spells", only to point out that no, you know exactly why CaC was brought up, even if that's not how you use it.
    It's not being intentionally obtuse to separate gameplay from cinematics. If the dev intention was truly that we should dash > melee > Displacement/Engagement > use finishers, they would have linked the skills together mechanically. Since they didn't, we can assume they intended for us to use the skills more freely than that.
    (1)

  5. #25
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Never Happy,
    redmage dps increase is pretty big and absolutely not weak .
    is 6.5% is pretty nice .
    (1)

  6. #26
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    If you were doing 14,000 you will now be doing 14,900 wihtout making anymore effort. Plus you always have perfect opener, so no more junk like in E1S where no perfect opener means a hard time hitting melee before V&V.
    Come on guys, like Remiff said it's really a good patch.
    (2)

  7. #27
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Seabhacgra View Post
    Exactly .. I play several classes, Machinist, RDM and Dancer are my preferences.. and they all seem to have gotten a "bandaid" potency increase for the gaping wound that is their lack of DPS.. what surprised me was that they increased Dragoon.. it was already in a good place for DPS and yet they incresed it again.. makes me wonder which of the SE senior devs plays Dragoon...
    I mean, look at Black Mage throughout stormblood and you'll realize this is par for the course.

    First in 4.05, cast time from 3s to 2.8 on fire/blizzard 4, reduced mana cost of fire 1 (to match fire 4), foul made free, triplecast recast time dropped to 60s from 90.

    Then in 4.2, Transpose dropped to 8s from 12, Firestarter and Thundercloud durations buffed to 18s, Aetherial Manipulation down to 10s from 30, Fire 4 potency buffed from 260 to 280.

    Then in 4.4, Fire 4 bumped from 280 to 300 potency.

    My point is, that took them over a year to get BLM where they wanted it, and it wasn't until the second raid tier, 6 months into the expansion, that BLM was actually viable as a selfish DPS class. Up until that point the class was nowhere near the top on DPS charts, eclipsed by classes like Monk or Summoner, you know, supporty DPS classes.

    It takes time and they don't like overdoing it because they'd rather buff a class instead of nerf it. I'm already insanely surprised at the relatively major changes they're making to classes like Ninja, Summoner, AST and RDM (acceleration specifically) because the devs have a history of not making drastic changes mid-expansion.
    (0)

  8. #28
    Player
    Rivinhal's Avatar
    Join Date
    Aug 2019
    Posts
    42
    Character
    Luna Fhey
    World
    Goblin
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Karshan View Post
    If you were doing 14,000 you will now be doing 14,900 wihtout making anymore effort. Plus you always have perfect opener, so no more junk like in E1S where no perfect opener means a hard time hitting melee before V&V.
    Come on guys, like Remiff said it's really a good patch.
    I think the issue is that with all the buffs everyone else is getting, that proposed 900 damage likely won't be enough to pull it out of the spot it's currently in.

    I hope that's wrong though, as I'd love to start playing RDM again. But honestly I'm a bit pessimistic about this...
    (0)

  9. #29
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rivinhal View Post
    I think the issue is that with all the buffs everyone else is getting, that proposed 900 damage likely won't be enough to pull it out of the spot it's currently in.

    I hope that's wrong though, as I'd love to start playing RDM again. But honestly I'm a bit pessimistic about this...
    It's honestly fine just because the ceiling (BLM and MNK*) stayed the same. They pulled the floor up closer to the ceiling, and that's one of the two things that needed to happen.
    (0)

  10. #30
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,649
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Seabhacgra View Post
    Exactly .. I play several classes, Machinist, RDM and Dancer are my preferences.. and they all seem to have gotten a "bandaid" potency increase for the gaping wound that is their lack of DPS.. what surprised me was that they increased Dragoon.. it was already in a good place for DPS and yet they incresed it again.. makes me wonder which of the SE senior devs plays Dragoon...
    Dragoon was buffed for a single reason: they don't want to nerf Monk.

    Both Samurai and Ninja have increased potencies baked into their respective changes. Thus, if they did nothing to Dragoon, it would linger behind. The buffs aren't even that substantial; netting roughly a 1% increase give or take. It'll basically keep Dragoon fighting with Ninja.
    (3)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast