I'm considering the changes made to RDM for Dawntrail a net win when compared to this list we made. Thanks guys! and Thanks square. If you nailed the prediction why don't you throw down a follow-up post and a like!
Sprint should not consume dual cast
Do not give red mage a dot.
Consolidate before adding more OGCD moves. There is currently too many OGCDs in the opener. Another OGCD would certainly result in a triple weave in the opener so any additional Ogcds added to the rotation would need to be accommodated with consolidations elsewhere in our moveset.
Give red mage a way of building resource during down time. Other than manafication.
Enchanted Reprise has been a constant point of conversation on this thread. All players who have mentioned it agree, that it is currently is not a fun move. It functions as a punishment in exchange for mobility- This move could be changed for the better. Bare in mind that most players agree that less is more, when changing red mage, but removing the punishing aspects of the move would be appreciated.
Glamour!!! Get ready for some adjectives! There needs to be more form-fitting, masculine, armored, butlery, buiesness-y, rogue-like, dancer-y additions to the caster sets. Things you could see people back flipping in!
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Here are some notes from players being said in this thread
Maintain the current flow
A very common view point is that less is more when it comes to 7.0 changes. Many are agreeing that the class has a very sturdy foundation and flow. It doesn't need an overhaul. Any 7.0 changes shouldn't be too drastic, the rotation that was established in Endwalker is great the way that it is.
Notes:
-This expansion demonstrated that there is potential for including more transforming button mappings in order to condense abilities/spells that are not usable until conditions such as resource or comboing. (talking about verflare and verholy) perhaps parts of the sword combo could be replaced with more usable moves until the combo/mana requirements are met for using their enchanted versions.
Downtime
Red mages fall behind the other casters and some of the phys ranged during long fights where bosses disappear. They have no way of building resource when the boss is gone, making the reopeners often lack luster when compared to their xenoglossying/bahumuting brothers.
Notes:
-Manarushing misaligns parts of the swordcombo with embolden, which isn't ideal - its a weakness brought on from downtime, not a strength. Popping manaification when a boss is gone, we're looking at you, savages and the ultimates, feels bad.
-Giving red mage a time built resource like xenoglossy or afflatus misery could be a potential fix for when they fall behind in fights where the boss leaves.
-Give some way of building resource when the boss is absent in order to meet the same standards as the other two casters during content where bosses leave for prolonged periods of time.
Mobility
Red mage is currently relying on sword combo, their burst, for movement. Where other classes gained utility and quality of life changes to help them move this expansion, red mage is left having to use it's burst to perform similar mobility.
Notes:
-issues specifically arise when doing savage and ultimate content.
-There is nothing wrong with sword combo facilitating movement, but it shouldn't be our primary means of movement for every mechanic. Options such as an improved version of enchanted reprise could be a useful utility to help us versus having to potentially misalign our burst to meet the base movement standards of a hardcore mechanic.
-one potential fix for this could involve shortening the cast times of the core spells in order offer more time for movement during our recast.
-Players have strong opinions about enchanted reprise. The mana cost for it is currently a punishment in exchange for mobility. This does not facilitate a satisfying game play loop. The current goal in savage and end game content is to achieve clears without even pressing it. All players on this forum have so far expressed that this move could be changed for the better.
-Giving red mage a time built resource like xenoglossy or afflatus misery could be a potential fix for this as well
-Removing the potency from the movement based skills (corp-a-cor and displacement) could have their intended use of being for movement, be their primary use.
Damage
There is a common belief that red mage's placement in terms of dps and support output isn't landing it in balanced spot in an 8-man team composition, when compared to the other casters.
Notes:
-Red mage damage falls behind summoner, some say its not by a lot, but it can easily fall behind both summoner and some of phys ranged roles, then that is a big issue. Red mages fear there is not as much of a reason to play the job if it is competing with black mages for the caster spot all while being out dps'd by some classes in the phys ranged role.
-The current skill ceiling does not reward the damage and utility output. Some are left asking why play red mage when easier options are outputting more damage and comparable support with less difficulty. The current placement in the hierarchy just doesn't quite add up. If it is because red mage can raise more than once, then the innate value of being able to raise more than once needs to be reevaluated by the dev team.
-Some Red mages believe that the class could benefit from personal mitigation. Other red mages are apprehensive of such implementation being redundant with group mit like magick barrier and addle.
Ogcd clutter
There is currently too many OGCDs in the opener.
Notes:
-There is ogcd clutter in the opener, the introduction of another would involve triple weaving in the opener.
-Some say the class could do with more or different ogcds being more widely available during the rotation.
-Removing the potency from movement skills could reduce Ogcd clutter in the opener, if such a change were made, we'd expect the potency be distributed into other red mage moves.
Glamour
The limited number of hats and clothing options stifles our creativity. There needs to be more form-fitting, masculine, armored, butler, or rogue-like additions to the caster sets. Things you could see people back flipping in! Yea we're saying it twice!
New animations for possible new moves
People have creative ideas for new and preexisting animations/abilities/spells for red mage. We want to share what we've come up with and why we think they deserve a spot somewhere in our aesthetics.
Notes:
-There is more room for exploring spells that feature the blueish white swords red mages summon for contre sixte and fleche. Perhaps they could be added to our sword combo, mobility buff, or decorate the spell finisher!
-A new verfinisher. Some like the idea of it being equally black and white mana'd in aesthetic. Perhaps taking inspiration from ultima magic? Referencing the ultima weapon animations or ultima's from past games?
-Perhaps we could get a unique animation for when a spell is dual casted vs being hardcasted (instead of the same animation clipping and playing twice)
-addition of a transforming button map for verthunder and veraero where by acceleration procs a temporary upgraded versions of the spells with new animations and higher potency!
PVP RDM elements finding their way into PVE
It seems a decent amount of people like the idea of aspects of PVP red mage making an appearance in PVE, white meaning support traits added, black meaning damage traits added.
Notes:
-People seem to like the idea that mana balance could impact the class in more aspects than just deciding which finisher to use at the end of your combo. Some are apprehensive on how changes like this could affect the already higher than average skill ceiling of the class.
-There is potential for condensing the sword combo into 1 button outside of pvp. This button would need to cost 15/15 mana to maintain certain instances where a single target sword GCD can help reach spell finishers. Many red mages believe a change such as this isn't necessary- the class rotation isn't cluttered, and we look forward to pressing those buttons when it is time to burst. Having more buttons for swinging the sword adds weight and credence to the fact that red mages are carrying a sword. When condensed into one key it may feel like we are just watching our character rather than playing through a core part of the class identity.
Survival
As far as players have recorded, red mages die more than other classes.
-Red mages could benefit from a stat change to reflect the lack of personal mit.
-Some red mages would prefer the addition of personal mit.
-Buffs to group mitigation such as addle and Magick Barrier could be useful to counter this trend.
Support tax
People seem to dislike the entire concept of "support tax" where if you add more support to a class then by virtue it must deal less damage
Support tax is a concept that is wildly variable and has no set laws or standard of measurement. Don't feel bad if you would like to wish for both more damage and more support from this class while on this thread. I doubt that the developers are actively trying to cook us if they mention that there is some level of give and take when it comes to support vs dps output- stay positive about other's ideas, don't feel apprehensive because of the hypothetical "tax". I'm sure they are more than aware by this point that the concept of support tax doesn't sit well with this community. Try and keep this a wishlist and understand that this class has room to deal more dps and offer more support.
The actual value of being able to raise more than once needs to be reevaluated by the team. It should not correlate with our damage output and be apart of the hypothetical "Support Tax".
Thoughts?