Note for Mobile users:BBCode formatting breaks in several ways on the Mobile version of these Forums.——————————————————————————————
This post will probably not look as-intended on Mobile, and may deteriorate into visual chaos.
In the spirit of Mr. Yoshida, all I can say is:
"Unfortunately, nothing can be done about this. Please understand".
Feel free to skip to whatever interests you:Endwalker / 6.41+ / Current issues——————————————————————————————Post 1 — Premise of this thread—————————————————
Post 2 — "High-value" 6.41+ adjustments
Post 3 — "Why not?" 6.41+ adjustments
7.0+ / Future directions and changesPost 4 — Considering what to do in 7.0
Post 5 — Example 7.0 additions / adjustments
Post 6 — Considering the future of the Balance Gauge
Section 1 — Premise of this postCurrent problemAs of patch 6.41, Red Mage's rotation requires non-trivially more effort to perform than its nearest Role analogue, Summoner, especially in content with high complexity or movement pressures.
However, Red Mage does not reward that increased complexity and challenge with increased damage output compared to Summoner.
In fact, in practice, Red Mage on average seems to provide slightly-weaker numerical performance compared to Summoner — thus making Red Mage both more difficult and less effective than Summoner.
Even if you remove Summoner from consideration, Red Mage is basically being tuned to deal damage roughly in line with a Ranged Physical DPS, despite having significantly more movement and positioning constraints.
——————————————
Furthermore, whether or not Red Mage compensates for this, in practice, by providing sufficient non-damaging benefits or utility, both on its own and when compared to Summoner, is highly-debatable, especially in content where frequent or closely-spaced Raises may not meaningfully improve success rates over what "Raising power" is already available "baseline" (via Healers), or can be provided by Summoner.
——————————————
Additionally, because Red Mage lacks a tool like Radiant Aegis, Red Mage is flatly more vulnerable to unavoidable damage than Summoner, especially when attempting content closer to the edge of its minimum gearing and balance.
——————————————
All of these issues taken together seem to provide evidence of an objective design imbalance affecting Red Mage.————————————————————————————Issues with some proposed responses to this problemSome proposed solutions that I've seen suggested regarding this imbalance involve one or more of the following points:
a) Directly buffing Red Mage damage outputHowever, I believe that all three of these points are unrealistic in the current design environment.
b) Increasing the difficulty and complexity of playing Summoner
c) Reducing the damage output of SummonerI believe that "b" and "c" are unrealistic......because XIV's developers have, to this point, shown seemingly no concern whatsoever about Summoner's current design state, as well as no inclination whatsoever to make adjustments to EW Summoner's fundamental design.————————————
Such extensive changes are also unlikely to occur at this point in an expansion cycle, especially when SMN's "participation numbers" are consistently sky-high.
Additionally, XIV's developers have increasingly shown a firm resistance to reducing the damage of overperforming Jobs, and instead shown a preference for simply increasing the performance of underperforming Jobs (in what has become an endless "power creep").
Taken all-together, I believe that it is unrealistic to expect any significant changes to be made to Summoner at this time, and that any solutions to the current imbalance must therefore target Red Mage directly.
I believe that "a" is unrealistic......because, for better or worse, XIV's developers — as expressed through multiple statements over time by, for example, producer Yoshida — seem to strongly-believe the following two points:Please remember that the degree of factual validity in either of these statements is largely-irrelevant, because what actually matters is merely that the individuals who control XIV's design believe that these statements are true, and have not been persuaded otherwise, even over long periods of time.
- Red Mage is highly mobile and not difficult to play.
- Red Mage's support capabilities, in particular its free-form Raising, mean that improving its damage further will make it too strong.
Additionally, with regard to point "2" specifically, I also strongly-suspect that the following can be assumed true:I say this based on two points:
- Arguing for SE to remove Raise support capabilities from Red Mage before 7.0 (if ever) is extremely-unlikely to succeed.
- Arguing for SE to stop "taxing" Raise support — especially in the middle of an expansion — is extremely-unlikely to succeed.
i) The developers's consistently-unconcerned — or even admiring — attitude about Red Mage's "Raising power".
ii) The assumption that the developers are well-aware of the significant backlash that the broader XIV community would likely unleash if Red Mage's imbalanced Raising capability was abruptly curtailed, as — in the eyes of the game's broader population — this has become an iconic feature of the Red Mage Job.————————————————————————————Considering more pragmatic responsesGiven all of the above, I believe that Red Mage has only two practical pathways available, at least in the immediate future:
A. Do nothing, and continue to accept its current situation of questionable balance and Role-parity, in exchange for the Job remaining mechanically-unchanged.——————————————————————
B. Adjust Red Mage to be more comfortable and forgiving to play, and to makes its party contribution more consistently-useful — bringing its usability and utility in-line with other Jobs that are tuned to similar levels of DPS performance.
As such, to summarise, the premise of this post is:
• It seems unrealistic to expect changes to Summoner's rotational functionality or design.——————————————————————
• It seems unrealistic to expect changes to Summoner's damage output.
• It seems unrealistic to expect the removal of "Raise tax" from Red Mage.
• It seems unrealistic to expect dramatic improvements to Red Mage's personal or total damage contribution.
• The most plausible-seeming change is for Red Mage damage output to remain roughly static, while gameplay factors that currently make Red Mage's rotation significantly more burdensome and/or difficult to execute compared to Summoner are adjusted, softened, or reduced.
I believe that this is a reasonable direction to pursue.There is already precedent for past iterations of Red Mage being designed and perceived as a modest-damage, high-utility, highly-forgiving and accessible Caster — in fact, such an identity was (perhaps ironically, now) originally one of the major "points of excitement" about Red Mage when it first released in Stormblood.
And, in terms of developer attention and acceptance, I also believe that this is the most plausible way of achieving parity for Red Mage in the "Caster (that is not Black Mage)" party Role, in the current state of FFXIV and its prevailing design philosophies.