RDM main here. Our damage will never be on the level of BLM or SMN. And it shouldn't be.
But RDM shouldn't ever be close to BLM. It has group actions/utilities. As far as the distance behind SMN - thats because SMN is still OP.RDM changes are honestly a joke. +20 potency to 2 CDs and +20 potency to aero/thunder. This won't be enough to bring them even up to BLM, or SMN (post nerf) And then SMN being too strong... So cut 5 potency off the 2 dots. I honestly don't know where they even get their information when it comes to the balance. But I guess RDM is probably intended to suffer cause they bring the instant cast raises and heals as needed for 'support'
I truly feel RDM should've gained more, on a lot more skills.
While yes it shouldn't be edging next to BLM in damage, but it 100% should not be just as weaker(but slightly stronger) that the range DPS, who already have their own issues as is.
Then again, MNK is still in a insanely clunky spot as well and SE basically ignored them outside of PvP(where hilariously, they are pretty damn great and fluid).
Now I'm not number cruncher, but I feel that they should do something for some classes in a mid patch update or something.
Need more fight design where each job can outshine the other than just a simple DPS metric imo than just beating up the boss and not that "well you got this trash fight or 1 sub boss for each party" I know it's easier said than done.
I do think the ranged disparity is a bit too big, especially if a person messing up on another job is still getting higher than the ranged.
But other than that it just feels like "everything is passable" rather and leaving it at that than adding in "we're gonna let X job REALLY enjoy this fight" And it shouldn't be like for example "ranged have mobility so let them be the mechanic monkey" that seems to be the way for some of the encounters in raid.
It would also have to let go of the idea X job has to be at the top of every encounter. But yeah...like said easier said than done.
This. I've never been a fan of the ~1% passive rDPS relative damage, as it effectively just punishes Bard for unfortunate jump timings or banking songs for AoE opportunities or the like; I'd have much preferred that song choice become more flexible and influential, rather than even less nuanced. What's worse to me, though, is how large the direct damage nerfs were relative to the pittance of indirect damage provided. I can't help but think they could have forgone the nerfs outright, applied the MCH and DNC buffs, and had closer parity between Ranged jobs and all jobs in general.
I think the reason they didn't want to release the changes to the public is because.. they didn't actually DO anything. No one's issues were addressed.
But Warriors already have that capacity, but with a further half to their healing and a 10% mitigation benefit to another, in any content that matters?
Who looks at this, though, and says "Hrm, RDM definitely needs buffs while Bard need none," seriously?
Because they don't look at all jobs together, they take each role and look at them in isolation.Who looks at this, though, and says "Hrm, RDM definitely needs buffs while Bard need none," seriously?
Phys Ranged have a perk in having the least downtime of any jobs, and least affected by mechanics, which is very useful in blind runs and initial prog.
Sure it levels out once everyone's learned the fight properly, but until then, they come out on top, such as my FC's initial E1-4S runs where our MCH was by far the highest damage.
Sure you can buff them at their lull (after initial prog) but that also buffs them at their peak, and then you'd end up with way more Phys Ranged in world firsts.
Unless their buffs were purely to rDPS (which rules out MCH) that is.
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