To borrow your words...
Yes, removing the RNG would remove Jolt as a button-press, but it would also remove Black and White mana as anything more than remembering whether you hit most recently hit Button Type A or Button Type B.


Black and White Mana essentially are not much more than that already. Some of you seem to believe the modest amounts of RNG in this job's toolkit are more significant than they actually are.
Here's the bottom line: The Job gauge operates just fine with or without RNG. Removing RNG won't suddenly change the fact that fire gives you one side and stone gives you the other. That is the foundation of the balance gauge, not RNG. I am very confused why there are soooo many people here who mistakenly believe RNG is necessary for the balance gauge.
"Well, a half a real mechanic isn't much, so let's remove it altogether. Surely there are no options whatsoever in the opposite direction."
I believe it doesn't amount to much. I also don't think RNG is the godsend some others may imply. But I disagree that the job gauge, which has only faint backing mechanics at present, would do as well with absolutely no (or only a pretense of) backing mechanics.
If you give me an a better alternative by which to instill depth into RDM, I'd be quick to follow up on it and likely promote it. If your only suggested change is to sweep away what little is present, I will of course challenge that.
I'd prefer if we added rather than took away. I enjoy the Ver[ready] procs. Looking forward to learning more about the upcoming changes. RDM is the one I'm most hopeful for.
Here is the sum total of your posts in this thread, prior to my first response to you:
How bad are we gonna get it, y'all? Will they have us fixed up by 6.1 this time or is it gonna be the .2 patch again? Personally I'm hoping we're able to perform our single-target rotation fairly self-sufficiently without going out of MP this time but that might be a bit much to ask.I've actually been advocating for a continuation-type skill that you can use during your melee combo. I like the idea of having a button similar to GNB's continuation that does two things:
1) It performs a powerful oGCD melee attack in-between melee steps
2) It channels the b/w mana gauge spent on enchanted melee combo steps into a secondary job gauge which is used to perform a powerful finisher melee attack at the end.
For example
Melee 1 (b/w gauge goes down) + Continuation (2nd gauge goes up) > Melee 1 (b/w gauge goes down) + Continuation (2nd gauge goes up) > Melee 3 (b/w gauge goes down) + Continuation (2nd gauge goes up) > Verflare/holy + Melee finisher + double-weaved oGCD > Scorch + 2 double-weaved oGCDs
Maybe the melee finisher could be a DoT. Or, alternatively, instead of a melee finisher the new 2nd job gauge could produce a major damage buff for the next few spells. That might be neat.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.I can get behind this tbh. Remove the dumb RNG, make our melee combo a 30-second cooldown or whatever (the actual numbers matter less right now than the concept anyway), and give us something new and interesting to do with the job gauge. I think I'd be happy with that but we'd have to see how the actual implementation turns out.RNG procs for verfire and verstone do not add anything worthy of note to the job, and in any case, I was a RDM fan before FFXIV was even a concept in anyone's mind so no thank you I will play the job I like while advocating for changes I want. You're welcome to deal with it however you like, but that's not changing.
Across them, you have advocated for one and only one new even vaguely gauge-related mechanic (see bold emphasis [mine] above), and that mechanic does not in any way provide an alternative to the base gauge gameplay; it instead tacks on an altogether separate minor gameplay loop, leaving, if your other suggestions were acted upon, the base and existing kit of RDM effectively gutted.
My "assumptions" are based on your post history in this thread, in its entirety. I cannot read your mind. If I and those who have argued against parts of your suggestions are therefore clueless, perhaps you should actually provide more than the scantest clues as to what you're thinking in regard to those concrete suggestions.
Last edited by Shurrikhan; 06-23-2021 at 07:20 AM.
I'm glad someone liked the ideas! I was surprised that my joke towards VerEsuna received pushback. But, I was also told that jobs should be boring because dungeons are boring. So, I don't really understand these forums anyways. Honestly, anything done to the AoE portion of RDM would be great in my eyes. I would also love if Acceleration was included into AoE even if my idea for its inclusion wasn't very creative at all.I honestly agree with all of that, and you brought up some good points I hadn't thought of, eg. regarding the acceleration/AoE mismatch. I think a vershield would be cool too (someone mentioned earlier about adding "water" type abilities, which could fit into that?) and I've been wanting versuna to come back for a while. I feel like we used to have it at one point? I love RDM being the "useful" class that can kind of be anything that is needed. A shield would really play into that. Right now the most mitigation we have is Addle (or vercure, if you have a very loose definition of "mitigation" lol).
I wonder if the upgrade to moulinet would look something like the ability we saw in 5.55 MSQ (to try & put it without spoilers). I think an AOE finisher would be nice as well.
As someone else brought up, we had Erase. A role ability for casters. It didn't work like Esuna, so I'm not really sure what their point was. I think they, like me, was just joking though. Ideally, if RDM were to get VerEsuna then we would get it before Endwalker as well. Before Vercure even since I think it could be nice as a "light-step" towards introducing RDMs to the idea of using non-DPS abilities.
I was going to post a picture, but I'm not sure if pictures with names are allowed. The idea of the joke for VerEsuna comes from a picture I took with all four of us having a 20s paralyze debuff that the healer didn't feel like using Esuna for. It looked pretty funny as we took a couple of steps, paralyzed, took a couple steps, paralyzed. I couldn't help but think how nice it would be to slap out some VerEsunas during that. It wouldn't have made a huge difference and we were out-of-combat. Still would have felt nice. I think maybe I spent too much time play a Shaman in WoW in the earlier days, so minor things like that appeal to me.
I'm just excited for any potential RDM additions and enjoy talking about them. Fun to brainstorm!
Edit: So many typos! Sorry. This post was made pre-tea. I think it comes off as more negative or even defensive than I intended, too. I've enjoyed reading through the thread and seeing others' ideas and speculations.
Last edited by SkyCake; 06-28-2021 at 04:50 AM.
6.0
Raise-ga .....an aoe rez ..... j/k
ST rotation is already set in stone anything more is asking for trouble , OGCDS we have 2 already 1 aoe 1 st and we use them on CD ...
maybe a skill that makes melee chain free of cast (0 black white mana cost) perfect for openers or a skill that instantly gives 50+ x/y mana?
i would like verXXX II potency updates , and moulinet upgraded
Let's spend all these buttons to make mechanic X.
Then let's spend another button to fully un-make mechanic X even though we already have other buttons specifically to do what this extra button is meant to do while remaining involved and cohesive with the buttons spent on mechanic X.
???
If it's so awful to open as RDM in the way it has for two expansions... mightn't we just raise the resting gauge level, lower the melee chain cost (thereby making melee at least a bit less of a trivial tag-along to the sword-wielding caster), or have Embolden double gauge generation, etc.? Why spend a button solely to make Manification, Acceleration, and the like redundant?

?Let's spend all these buttons to make mechanic X.
Then let's spend another button to fully un-make mechanic X even though we already have other buttons specifically to do what this extra button is meant to do while remaining involved and cohesive with the buttons spent on mechanic X.
???
If it's so awful to open as RDM in the way it has for two expansions... mightn't we just raise the resting gauge level, lower the melee chain cost (thereby making melee at least a bit less of a trivial tag-along to the sword-wielding caster), or have Embolden double gauge generation, etc.? Why spend a button solely to make Manification, Acceleration, and the like redundant?
There would obviouly be a really long cd for this. This is like complaining GNB has bloodfest. Why get 2 cartridges for free when you generate one during regular melee combo. Or perfect balance on old monk.
This would be good for openers and it doesn’t really invalidate the uses for the other skills you mentioned. Or am I missing something here?
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