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  1. #61
    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 Duelle View Post
    What I suggested is a sword swing. Sword swings are restricted to melee because swords have a limited range. That's sort of how they work. And despite rumors to the contrary, Red Mages use swords (FFXIV's version of the job tends to use them as props instead of weapons, but that's neither here nor there). Also, for being touted as a "melee and ranged hybrid" (Yoshida's words, not mine), there's a lot more ranged than there is melee. Even without a redesign of the job on the table, I'd aim to correct that where possible.
    The issue with this is that we are a) a caster, b) balanced around being a caster, c) only in melee for short bursts which is a skill-tester for any caster when we're taking up a ranged spot and therefore expected to deal with ranged mechanics which put us at range, and d) a caster.

    The fact that YOU believe that it's supposed to be some gishy sword-mage thing, despite that not being its actual identity except in that one MMO with wonky job design, doesn't make it so. RDM's always been about having -spell variety- at the cost of reduced raw spell power and charges, with auto-attacks as something the RDM can do between casts, though not with as great effectiveness as actual melee attackers.

    Then, once FF5 hit, the 'turret' identity became solidified, with chainspell being the big thing it eventually brings to the table.

    That's why RDM's identity is based around chainspell. Because chainspell's been what it's been about since FF5.
    (7)

  2. #62
    Player
    BIues's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    6
    Character
    Proto Man
    World
    Adamantoise
    Main Class
    Red Mage Lv 90
    I hope Embolden gets looked at. It either needs to be split into two buffs (self & party buffs) so RDM can selfishly have the full 10% the entire time (and keep the party buff slowly dwindling down). It should also affect more than just "physical" for party members- it barely helps most of the cast! It's such an odd buff in the scheme of things.

    Further on the topic of party buffs, RDM's main problem to me is the fact that their burst window can be so insanely out of sync with everyone else. In most raid buff scenarios, Scorch is hitting after everyone else's buffs have already worn off, sometimes even Verflare/Holy also. It simply feels bad. It's not too much of an issue usually to ask the DRG to delay Litany by exactly one GCD (outside of when they need to prepull it), but it feels bad for AST to delay Divination, Ninja to delay Trick Attack, etc etc. They just don't work with RDM's opener, which comes up a lot this tier since we have quite a few "reopener" scenarios in Eden 9-12.

    Related topic as well: This entire expansion has solidified my need for RDM to take up a party's melee spot. There's too many fights where you have to gimp yourself at some point if you get put into a caster slot. I hope 6.0 doubles down on the melee/range aspect of RDM if they are going to continue to design raids/trials like this expansion did.
    (1)
    Last edited by BIues; 02-09-2021 at 11:37 PM.

  3. #63
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    RDM was one of the few jobs that didn’t change much in SHB besides a tweak to acceleration and added AOEs and a alternative to Displacement. Which is a shame RDM is a great job compared to FF14 worst or most mundane but it’s just missing that final cherry-on-top Mechanic.

    I’ve seen plenty of quality reworks and reimagining for the job so the love of the RDM mains are there and they do hope it has more engaging mechanics. I’m not a RDM main so idk where to begin when discussing new skills but what we DONT need is skills like Fleche or Scorch literal skill fodder unless they’ll be more integral to the kit. Imagine if RDM just gets Scorch II
    (0)

  4. #64
    Player
    artypartytime's Avatar
    Join Date
    Mar 2019
    Posts
    50
    Character
    Artemis Flower
    World
    Balmung
    Main Class
    Dancer Lv 100
    I want to see the magic skills changed to have ranged sword animations

    Similar to how the white mage updated to just use white magic and no longer use earth or wind

    I’d like the red mage to update his magic to more darkness and light visuals but with a sword twist and maybe some cute flowers

    As for additional skills.
    I’d like an aoe sword skill that has the red mage teleport around damaging multiple enemies or if just one enemy hit that enemy multiple times

    And a support skill that the red mage could cast on a single ally that buff their damage as they attack more. Not usable on self
    (3)

  5. #65
    Player
    Dralonis's Avatar
    Join Date
    Oct 2013
    Posts
    71
    Character
    Zyler Selwyn
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    I've personally wanted quite a few changes here and there. Changes to embolden, while also making our raising less. I would like it if we had 2 charges of raise, OGCD, that way we can stick to dpsing. Give SMN 1 charge with a phoenix feather aesthetic. Yoshi p has stated that he prefers the healers being the primary raisers.

    I want the theme of "balancing" since it's often told at but not utilized. Even in the job quests and the theme of it all. At least, do your main rotation quicker, do melee or new spender method, use verholy, then do your rotation again and use verflare. After doing both, go into a "balance of the aether" type thing where you go in a red magic phase. Having a different rotation for that for a short period before finishing with scorch, or you have the option to do the melee rotation which is quicker , reduced down to two buttons(get rid of riposte). Something similar to that. I like the idea of getting to the Balance red phase faster than what we currently do.

    I'd like the melee rotation to be 15y range. Still Melee-ish but given extra range due to being "magic enhanced". Also, I'd enjoy it if they made our melee rotation function like GNB's where you can start the phase, but can also go back to casting if you need to, then go back into melee to finish.

    With reprise being changed to a "spell" on a 30sec CD or so that procs dual cast. It needs to be more mobile with more ways of getting dual cast. Also increasing the B/W mana cost to about 10-20.

    Another thing i'd enjoy would be veraero II and verthunder II replacing the basic versions of them, then our AOE turning into Verfreeze and Verflood. With Impact replacing Jolt II.
    (0)
    Last edited by Dralonis; 02-13-2021 at 08:09 AM.

  6. #66
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    dualcast QoL ,reprise and scorch give dual cast
    big things i want
    (1)

  7. #67
    Player
    Cled-cat's Avatar
    Join Date
    Jan 2019
    Posts
    194
    Character
    Cledwyn Llywellyn
    World
    Omega
    Main Class
    Black Mage Lv 100
    I’d like a proper AoE melee combo into a finisher instead of just spamming Enchanted Moulinet, as it’s really not satisfying and doesn’t feel fun or rewarding like the single target melee rotation does. I also second what Duskane said about Reprise and Scorch proccing Dualcast, which would be a brilliant QoL. Also, some spell upgrades to Aero/Thunder/Fire/Stone to reflect our RDM’s higher power.
    (0)

  8. #68
    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 Duskane View Post
    reprise give dual cast
    This would increase our mobility too much. Currently, the mobility bought by Reprise has a marginal direct DPS cost and a mana cost. If you let Reprise proc a dualcast, it would be an immdediate refund of the mana spent and it would do more DPS than Verfastspell-Verslowspell. This would be OP.

    Quote Originally Posted by Duskane View Post
    scorch give dual cast
    This wastes a proc if you go into your combo with a proc. It's one thing to use a single proc before going into your combo, but if you have both procs before starting your combo, clearing both is going to waste time and/or cause an overcap. So Scorch triggering dualcast will force you to choose between wasting mana before a combo or wasting a proc after a combo. For that reason, Scorch should not ever trigger a dual cast.
    (2)

  9. #69
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Tbh I'm really not expecting much
    In SB I was expecting a mobility button and some sort of red finisher after verholy/flare (but requiring the alternate use of both)
    We got a mobility button and a boring red finisher

    In term of gameplay the rdm is in a very good place and I can't see what could be added to fill a glaring hole in the job design

    However I do see a few things

    Rdm has no transition tool to either bring back mana around 40 or above 80
    In the same department we can't consume proc before a boss leaves
    Some sort of skill intended to be used before a boss leave or to burn any access mana above 40 so we could use manafication would be welcome. (This could be a melee skill)

    The ogcd crystal sword department could see a newcomer to make us press more buttons

    We still have no aoe finisher so there's that too

    After that what could we get?
    Trait reducing/improving a few ogcd.. that's it

    The job is well design, it's a bit like the BLM... What else do we need ?
    (There are the obvious rank up but I don't Rly count these)

    The only thing I'd like to see would be a trait that hasten the gameplay by a lot
    Basically the trait would reduce the recast time of verthunder/wind to 1.5s
    That's something I'd really like to see but at the same time this would impact our mobility substantially.
    (0)

  10. #70
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I’d like to see verblizzard as a third black mana spell, it could proc off of verfire. And to pair, I’d like to see veraqua proc from verstone. Each of them would grant 13 mana. Or maybe they’d be aoe’s than only proc from the other aoe spells unless used with acceleration. In other words, acceleration>Veraero>verstone>veraqua. I also want some other cooldown or trait that makes the job just a little more optimizable at endgame. Something to give the job just a bit more of a skill gap. Sort of how dragoons have to delay their first life of the dragon cycle to better align with dragon sight. Something that newer and more casual players don’t think to do but something that is really rewarding at endgame. Perhaps a way to extend the mana gauge so you can do two melee combos and finishers right after another?
    (0)

  11. 02-21-2021 04:59 PM

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