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  1. #21
    Player
    Joven's Avatar
    Join Date
    Dec 2013
    Location
    The Otter Limits
    Posts
    1,385
    Character
    Jasmine Clayworth
    World
    Spriggan
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Rongway View Post
    As RDMs are fencing mages, you could maybe make an argument for basically the exact same mechanic but "your weapon flares up with elemental energy as you strike, doing additional damage" instead of "your strikes are followed by shadow strikes" and I would no longer have a thematic objection. But I'd still disagree that such a change should be implemented.
    I kinda wish RDM was more fencing and less mage-ing myself. Ever since I started leveling the class it felt like the combat should have been reversed, as in, melee to build the black/white mana to then backflip out of range and cast powerful spells. Lunge back in to restart the process.
    (1)


    Gamers don't die, we just go AFK

    #ottergate

  2. #22
    Player
    Klaleara's Avatar
    Join Date
    May 2020
    Posts
    104
    Character
    Sylveras Wolfedrake
    World
    Jenova
    Main Class
    Black Mage Lv 85
    You could have made a lot of changes, but changing the two abilities that are possibly the most aesthetically awesome in the game is a big no-no! Fleche and Contre must stay! Plus, I like how they feel in the middle of your rotation.
    (3)

  3. #23
    Player
    MirronTulaxia's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    523
    Character
    Mirron Tulaxia
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Joven View Post
    I kinda wish RDM was more fencing and less mage-ing myself. Ever since I started leveling the class it felt like the combat should have been reversed, as in, melee to build the black/white mana to then backflip out of range and cast powerful spells. Lunge back in to restart the process.
    If it was a melee I suppose that would work. But honestly would feel weird with the name. I’ve always seen Red Mages as a mix of three jobs, so 2/3 range 1/3 melee feels fine. Red Mage is the prime example of a job that could use a melee magic role really though.

    As far as this suggestion goes I would like basically an AoE counterpart to how the melee one goes. But it’s probably a lot to add a 1-2-3 AoE combo, procs for Veraero/thunder 2, upgrades for them too, and an upgrade for Scatter. I just like more spells though.
    (1)

  4. #24
    Player
    foussi's Avatar
    Join Date
    Mar 2018
    Posts
    200
    Character
    Magnus Avalon
    World
    Omega
    Main Class
    Red Mage Lv 90
    Maybe something like after fleche is used, during its cooldown there is a 50% chance for all skills to hit twice.
    I say 50% because redmages spells hit hard.
    (0)

  5. #25
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    If you add more fencing and melee skills to RdM without making it into an actual melee as a role, I guarantee you that dbl melee comps will lock out RdM and dbl caster comps with RdM will lock out another melee. Safe spots in melee range are already limited enough and if you have your combo up during mechanics (which happens a lot) you usually have to chose between suffering dps loss from continued casting and E. Reprise spam or risk getting sandwich-killed by the tanks and melees with their aoe markers.

    Fleche and Contre Sixte have fantastic animations, I would be very sad to see them go. You can always make aoe more interesting by adding procs to Verthunder/ Veraero II or adding an effect to Acceleration that makes your next melee combo have an AoE with falloff for the two finisher moves.
    Why to Acceleration? Because it's plain useless in AoE as it is now.
    Mobs dead soon? E. Moulinet.
    Mobs not dead enough yet? Acceleration, melee combo.
    (5)

  6. #26
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Archwizard View Post
    We're at fewer buttons in Shadowbringers than when RDM was introduced (remember that we also dropped six role actions)
    We dropped Erase, Diversion, Break, Drain, Mana Shift, Apocostasis, and the buttons for Verholy and Verflare.

    Break and Drain were never on our bars to begin with.

    Verholy and Verflare were replaced with Verthunder II and Veraero II.

    That leaves only 4 buttons different, but we added Engagement and Reprise, so we only have two actual button difference. I honestly don't see where on my hotbars all these buttons are going to fit people want. If I have to go to a third xhb, that's too much.
    (4)

  7. #27
    Player
    HooLeeYo's Avatar
    Join Date
    Jul 2021
    Posts
    1
    Character
    Goobu Ubu
    World
    Brynhildr
    Main Class
    Red Mage Lv 77
    No change! No change is good change! Leave RDM where it is please.
    (0)

  8. #28
    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 Rongway View Post
    (Bunshin) (No thanks.) We're not ninjas.

    RDM's action set is perfect right now. We don't need any more actions or any fewer. Its failings are in potencies. Fix Embolden's awkward "I can't buff everybody, but those I can buff get weaker every tick" and trait up the spell/weaponskill potencies a so that they're appropriate for later levels without being too overpowered at low levels and we'd be set.
    RDM is fun to play and feels good, but that doesn't mean it's perfect. I would like some additional complexity added to the job's rotation, or I'd like it to be made more substantial in some ways. Right now it's a little too simple and there's room for improvement there.
    (2)

  9. #29
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    RDM's fundation is incredibly solid.
    But from it there is almost nothing built up. You barely change how you play from 50 to 80, just 2 finishers and some QoL quickeners.
    (2)

  10. #30
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    The fact that it is so solid is part of why I think it’s in a problematic but good state. It can go the way of Monk (Who has devolved since ARR), but I worry about how to adjust it. I suspect if it barely changes in 6.0 and isn't received well it will be reworked in 7.0, for lack of ways to properly expand on its kit.
    (1)
    Last edited by Grimoire-M; 07-25-2021 at 10:31 AM.

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