Results 1 to 10 of 100

Hybrid View

  1. #1
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mithron View Post
    I'm just going to continue to ignore FireMage's obvious shortcomings.



    I don't think non-raid damage buffing utility needs to be taxed at all. It's just flavor, and since it's not required in any fight, it shouldn't cause the job to have lower damage. I believe RDM's identity should be 3rd lowest DPS, not because of Verraise, but because they should be known as low personal DPS but high DPS buffing as their role is in classic FFs. Just above BRD and DNC, but below everyone else, which means buff Embolden and add more raid damage buffs as needed, and even up their aDPS if necessary. But it should be low.
    I think I gave my input in another thread on this, so I'm sorry if I ignore this for now. I simply have a different view on this.

    The problem with making Vercure a free OGCD is that it might not be necessarily more fun depending on how it works. With many charges, you're gonna have to be target switching quite often to use them basically on cooldown to be optimal and may even take away from what a lot of healers want to do. It's not really very fun to constantly switch from enemy target to someone on party list to heal with Vercure then quickly back to enemy without clipping GCD, especially for controller players. While it sounds great on paper and makes it an actual usable button during combat, I don't know if it would be fun. I want Clemancy to behave like this (at the cost of 50 Oath), but I worry about how RDM would need to play to use it.
    This issue affects essentially every job with single-target abilities that affect party members. Despite that, this has so far not really been a limitation for abilities such as these to be designed (tank single target abilities in particular) But I get you, so probably a reduction in charges + moving the recast higher to 20-30 seconds each (with higher potency to make up for it) might work better.

    I think either approach seems fine to me, but the higher recast option may be nice in line with the amount of possible ogcds.

    I'm not a fan at all of giving RDM a medica, as even in FF1 they don't have AoE heals. RDM does have access to Nul-element spells in FF1 so Magick Barrier makes sense. You can multi-target Cure in FF3 and beyond, but I mean I find that to be more of a healer/tank feature than RDM for 14.

    Of course this is just me and my opinion.
    Fun fact, this is often forgotten but FFXII Red Battlemage has AOE healing and strong single-target healing natively. Cura is an AOE spell with moderate power and Curaga is a single-target heal with a lot of power. They also have access to some limited Time Magick (Slow, Immobilize, Disable, Reflect) and Black Magic of course. And their own type was Arcane Magic, which was the dark-type spells and Ardor.

    So I don't think RDM having a form of AOE healing is utterly far fetched.
    (3)

  2. #2
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    This issue affects essentially every job with single-target abilities that affect party members. Despite that, this has so far not really been a limitation for abilities such as these to be designed (tank single target abilities in particular) But I get you, so probably a reduction in charges + moving the recast higher to 20-30 seconds each (with higher potency to make up for it) might work better.

    I think either approach seems fine to me, but the higher recast option may be nice in line with the amount of possible ogcds.
    It's just there's not many DPS jobs in particular that need to target party members directly, and the one that does (DRG) hates it lol. Asking RDM to do it this often would be painful. SMN only has to do it with Rekindle what, every 2 minutes or so? DPS typically have higher APMs than tanks or healers, which is why it's easier for them.


    Quote Originally Posted by Reinhardt_Azureheim View Post
    Fun fact, this is often forgotten but FFXII Red Battlemage has AOE healing and strong single-target healing natively. Cura is an AOE spell with moderate power and Curaga is a single-target heal with a lot of power. They also have access to some limited Time Magick (Slow, Immobilize, Disable, Reflect) and Black Magic of course. And their own type was Arcane Magic, which was the dark-type spells and Ardor.

    So I don't think RDM having a form of AOE healing is utterly far fetched.
    Yeah it's honestly only in FF1 that RDMs can't AoE heal, really. They even can in FF Dimensions, my favorite game of all time that really nails job identity (Did you know DNC's Saber Dance is the third best physical DPS attack in this game? So rad. And RDMs get Magic Blade for Fire Slash, Petrify Slash and even Osmotic Slash to steal MP!).

    But the main idea is that RDM heals are always very very weak, especially if you do it in AoE, so you can't really "replace" a WHM with them. They're more like emergency backup, or using your heals out of battle so you don't "waste turns" trying to heal as them. FF12 is an extreme outlier where you can probably solo heal with RDM throughout the entire game, but Zodiac Age also is absurdly easy not only with sub jobs but also with gear you get access to much sooner than the original version, so I tend to look at FF12 as the original PS2, with the Zodiac Job system not necessarily being "cannon" to the game as it was never truly designed for it, just added and tacked on but never rebalanced for.
    (0)