Page 13 of 19 FirstFirst ... 3 11 12 13 14 15 ... LastLast
Results 121 to 130 of 187
  1. #121
    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

    Depending on spell speed, BLM has unrestricted movement for 17s-20s of every minute through two Sharpcasts, a Triple Cast, a Swiftcast, and two Xenoglossies. RDM has unrestricted movement for minimally 30s of every minute through Dualcasts.
    Exactly, and thats the issue, mobile phases usually last several seconds and even if in theory RDM can move 50% of the time, only has a GCD worth of time of free movement before being forced to cast again or lose damage. At best helps with minor positioning that shouldnt be needed once you know the fight. I would like for RDM to stop being considered the "training wheels" of the caster jobs, the Rez mage meme was quite sad

    17-20 seconds on row of free casts >>> 2.X seconds after each 2.X second cast.

    A simple moving phase example would be on Nier final raid with the flying 4 automata mobs that cast a huge aoe in front of them and the entire raid gotta keep moving behind each one. We are speaking of 10-15 seconds of "keep moving or stop cast a spell and eat a vul stack" and not even mentioning EX or raids/savage on wich the consecuences are far nastier than on a casual 24 man raid

    Moving phases ironically tend to hurt RDM the most due to his mobility being extremely conditional on making a cast to get the dual cast instant spell
    (3)
    Last edited by Bhearil; 05-28-2021 at 07:09 AM.

  2. #122
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,175
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Bhearil View Post
    [BLM] 17-20 seconds on row of free casts >>> [RDM] 2.X seconds after each 2.X second cast.

    Moving phases ironically tend to hurt RDM the most due to his mobility being extremely conditional on making a cast to get the dual cast instant spell
    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.
    (0)
    Last edited by Rongway; 05-28-2021 at 04:40 PM.
    Error 3102 Club, Order of the 52nd Hour

  3. #123
    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)

  4. #124
    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)

  5. #125
    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)

  6. #126
    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)

  7. #127
    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.

  8. #128
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    You're describing a combo. Every combo allowance is available for 15 seconds after its prerequisite cast and is negated if one uses any other combat action. I am explicitly asking it not to be a combo, and instead be a saveable proc in the same vein as Verfire and Verstone activations, even if that proc duration may be reduced to a mere 10 seconds in compensation. (Tbf, part of that is also just because I'd really like to attach an AoE element to Verflare, Verholy, and Scorch; making those bankable would allow for some killer on-add-spawn burst.)


    That is a very real concern for me, but I'd rather add new means of engagement to replace that particular contributor than necessarily fetter RDM to the rigidities that come with any single current means of difficulty. In this particular case, I'd be unwilling to sacrifice that difficulty unless there were some meaningful elemental interplay or the like to replace it, but at the same time, I want RDM to actually feel like it's actively doing RDM things more than just in the 2-6 GCDs before its melee combo and its quick reminder as to whether to hit Verflare or Verholy at that combo's end, which will likely require at least imagining RDM without that particular fetter.
    I agree with this quite a bit. RDM has this illusion of being busy and tedious however, this is really just a façade that falls apart the more you play it, and it becomes much more pronounced if you main it, or play the other casters and watch as this one suffers from not enough mechanics. What's strange to me is that SMN has a genuine identity crisis, Trances, Egis, Aetherflow, ruin 4 etc... IT has so many more mechanics baked into it's job that it's taken them a staggering amount of time converting it into a coherent job that still manages to feel rather segmented. SMN feels like it's diametrically opposed to RDM in it's design where one has way too much going on, and the other has one mechanic that is only fleshed out for single target damage while being almost incomplete in all other areas. SMN has so many moving parts that it's entire mechanic is done completely independent of ruin 3 (it's most used spell) while RDM lives and dies by a gauge that the job doesn't need because it'd be better off if the melee combo was a burst combo on a 30/60 rotation as thats how it's used anyway. I personally believe taking emphasis away from the melee combo by making it just another cooldown to manage, and repurposing the job gauge to enrich the melee experience akin to something like a Fell Cleave option that you build inbetween your burst phases and expend alongside the melee combo is a strong way of allowing the job to be fleshed out, and expanding on it. Removing the rng tied to the spells and abolishing jolt 2 (as this only exist to fix an issue the job shouldn't have) would be a step in the right direction.
    (2)
    Last edited by Wayfinder3; 06-02-2021 at 10:03 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  9. #129
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,501
    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.

  10. #130
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,175
    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

Page 13 of 19 FirstFirst ... 3 11 12 13 14 15 ... LastLast