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  1. #1
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Rongway View Post
    On top of every other spell being instant, RDM has 10.2s of movement three times every two minutes, or about 15.1s per minute, if you can stay in melee range during the first 3.1s of each movement. This is only a problem in specific fights with specific party compositions. It's not a problem in general; it's just really annoying when you do end up in one of those fights with the wrong party.
    That is completely unreliable and thats the reason I didnt even mentioned it. It depends on A: Having 80/80 mana or over in an specific moment (and you cant delay using it too much) and B: that the melee target is a "safe area". Is not like melees never have to go away or anything. Is like killing a boss with dots after most of people is dead: It is possible but not something you rely on

    RDM has mobility in "theory" but only in extremely short (albeit continious) moments or longer times under a specific moment of the rotation (which you cant delay too much anyways or you mess with everything) that relies on having a target on a "safe" zone
    (2)

  2. #2
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Being fine is not an excuse for not evolving at all and focusing only on what it already has, since it WILL fall behind

    When RDM was released the mobility of dual cast was awesome, now RDM is ironically the most inmobile of the mages since he lacks tools to reliable atack while moving outside of blade atacks (not counting OGCDs) and are situational at best considering our only no cast ranged atack drain our resource bar and that not always you can be on melee to move and atack while dodging. Basically RDM is mobile for 1 gcd after every hard cast.

    Plus RDM magic blade combo started cool, but has became extremely restrictive to the point is a huge loss if its interrupted somewhat
    (1)
    Last edited by Bhearil; 05-28-2021 at 12:56 AM.

  3. #3
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Nothing really to add, but I will say I'm enjoying the back and forth over the last couple of pages. It has really made me think about a few things. Good stuff.
    (0)

  4. #4
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    I tend to consider all the casters to be pretty similar in movement overall, but that they represent different approaches to mobility. For example, BLM feels like a turret but a skilled player of the class knows that it has a ton of options you can use for on-demand movement. Similarly, RDM seems very mobile, but its mobility is more restricted in terms of when you can/must utilize it, and that tends to produce two very different playstyles. Then you have SMN, who is almost an aberration because you don't *technically* need to even hardcast anything at all in order to perform your DPS rotation (although playing that way will definitely result in a major DPS loss, it doesn't actually interfere with your class mechanics).

    Personally, I enjoy RDM's playstyle the most.
    (0)

  5. #5
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Katie_Kitty View Post
    I tend to consider all the casters to be pretty similar in movement overall, but that they represent different approaches to mobility. For example, BLM feels like a turret but a skilled player of the class knows that it has a ton of options you can use for on-demand movement. Similarly, RDM seems very mobile, but its mobility is more restricted in terms of when you can/must utilize it, and that tends to produce two very different playstyles. Then you have SMN, who is almost an aberration because you don't *technically* need to even hardcast anything at all in order to perform your DPS rotation (although playing that way will definitely result in a major DPS loss, it doesn't actually interfere with your class mechanics).

    Personally, I enjoy RDM's playstyle the most.
    Yeah, that's my feeling as well. Granted, I don't do the harder content in the game but I find RDM's movement to feel good overall. There are moments that lock you in place, plus some abilities that require you to be in melee, and I enjoy having to use those limitations to play around the given mechanics of a fight. Complete freedom of movement is actually one of the reasons I don't really enjoy Ranged as much. It's nice to have All The Movement but sometimes the limitations are what makes it fun (and rewarding).
    (0)

  6. #6
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    I dont think anyone is asking for complete freedom of movement (physical ranged have that and its a different can of worms), but imo the issue with RDM is that it has the illusion of movement: You can move a lot when its not actually needed and help to do small readjustments on a fight still on learning mode, but when you really gotta move for more than a couple of seconds the RDM is kinda boned unless specific circunstances where using the melee combo is an option and its avaliable on that very moment.

    Every class have locked parts of the rotation so to speak but imo the RDM has reached a wall on either you concoct something new, or you just introduce "fixes" camouflaged as new skill and/or traits, and Monk went that road and we know its current state and popularity (expansion after expansion without evolving with just 1-2 new OGCD to press each XX seconds after being pruned of similar ones). I for certain im not very eager of having the very same gameplay since SB with fixes in the form of traits to issues that should have been resolved mid expansion, and things like new AOE expender after Moulinet, or Terascorch following the single target combo as new "exciting" skills
    (1)
    Last edited by Bhearil; 05-30-2021 at 03:27 AM.

  7. #7
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    One thing I'd love for RDM is also Displacement being detached from Engagement (this one getting 200 potency), and having both its damage and target requirements removed, so it could purely be used as a tactical movement cooldown.

    The potency gain of merely 50 from a successful Displacement is negligible at best, among the advantage of Engagement being able to be double weaved, so it's probably the safest bet to use unless Displacement would land you somewhere you'd need to go after the melee phase - which could be totally achieved by it being just a tactical ability instead.
    (0)
    Last edited by Raikai; 06-02-2021 at 12:21 PM.

  8. #8
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Raikai View Post
    Displacement ... target requirements removed
    Please no! I abhor targetless backsteps. With Displacement I know exactly where I'll land based on my position relative to the boss, no matter what direction I'm facing. If I'm Displacing for the movement, I was probably already moving and therefore facing some direction other than directlyAtTheBoss before I pressed the Displacement button. If Displacement were targetless, I would have to stop, face target, Displace, then continue running. Removing the target requirement from Displacement increases the freedom at the cost of making it more difficult to use in the middle of a mechanic, and I don't think the difficulty of use is worth the unnecessary freedom.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  9. #9
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rongway View Post
    Please no! I abhor targetless backsteps. With Displacement I know exactly where I'll land based on my position relative to the boss, no matter what direction I'm facing. If I'm Displacing for the movement, I was probably already moving and therefore facing some direction other than directlyAtTheBoss before I pressed the Displacement button. If Displacement were targetless, I would have to stop, face target, Displace, then continue running. Removing the target requirement from Displacement increases the freedom at the cost of making it more difficult to use in the middle of a mechanic, and I don't think the difficulty of use is worth the unnecessary freedom.
    I see your point... I guess is more of personal preference at that, I kind of learned how to gauge the distance based on my character's perspective and I always could see more opportunities to backflip while not at melee range.
    (0)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Raikai View Post
    I see your point... I guess is more of personal preference at that, I kind of learned how to gauge the distance based on my character's perspective and I always could see more opportunities to backflip while not at melee range.
    Out of curiosity, are you using legacy movement or standard movement?

    As a legacy mover, very few things I do are ever based on my character's perspective. AutoFaceTarget handles all of my facings and I can move in eight directions at full speed regardless of facing or camera position, which makes dodging and attacking at the same time quite simple. However, it makes targetless actions much more difficult to aim; if I can't get the correct facing just by pressing the FaceTarget key, I can't guarantee I'm going to backflip (Elusive Jump) or dash (En Avant) in the direction I really mean to.
    (1)
    Error 3102 Club, Order of the 52nd Hour

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