Quote Originally Posted by Jirah View Post
^This

Also means going back to basics as MNK in 5.0 is nearly identical to 2.0, and as for MCH, I didnt bloody ask for a culling of skills! All I ever wanted was a more seamless way to overheat and the turret to be more dynamic and 5.0 just bastardized the job to the most bare bones job in the game and I would not in a million years call SHB MCH a QOL change despite the fanfare.

back on topic, RDM did get a aoe upgrade...sort of it just feels abit boring to AOE. besides that Idk what else RDM could use without it adding too much to it
The saddest part is when you can actually have both more depth/nuance and QoL, if a modicum of creativity had just been applied. Consider RDM AoE, for instance.

Consider even the absolute most barebone way RDM AoE could have been applied:
Scatter
Deals unaspected damage with a potency of 140 to target and all enemies nearby it.
Additional Effect: Increases both Black Mana and White Mana by 3.

If Dualcast, Scatter instead duplicates the prior cast, striking the target at all enemies nearby.
What would that mean, then (tuning aside)?
  1. You could Scatter-Scatter, as before, for 6|6 Mana and 280n potency.
  2. You could Scatter-Veraero or Scatter-Verthunder, as before, for 3|14 or 14|3 Mana and 140n + 370 potency and chance of Verfire/Verstone procs.
  3. You could, newly, Verfire-Scatter for 3|12 Mana and 450n potency or Verstone-Scatter for 12|3 Mana and 450n potency.
  4. You could, newly, hardcast/Swiftcast Veraero-Scatter or Verthunder-Scatter for 14|3 or 3|14 Mana and 510n potency and chance of Verfire/Verstone procs.
1 button in total required for non-Mana-spending AoE, but now you have a significant AoE damage increase from procs generated and more reason, situationally, to hardcast.

But no, instead we needed to use 3 buttons that are not cohesive with the procs system, just to give the illusion of greater element-play.