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  1. #1
    Player
    Milkbeard's Avatar
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    Sep 2015
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    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100

    Red mage 7.0 Wishlist


    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!


    ----
    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?
    (9)
    Last edited by Milkbeard; 06-14-2024 at 04:31 AM. Reason: Gathering what others are saying

  2. #2
    Player
    Rongway's Avatar
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    Aug 2013
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    4,158
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    Do not give red mage a dot.

    Do not give anymore OGCD moves.
    100% agree


    Quote Originally Posted by Milkbeard View Post
    Give red mage a time built resource like xenoglossy or afflatus misery. The ultimate fights feature too much downtime and they have fallen behind summoner and black mage in this expansion due to those classes benefiting greatly from down time as of 6.0.
    I would really like for Enchanted Reprise to spend a charge of timed gauge instead of 5|5 Mana, and [deal increased damage and/or generate at least 2|2 mana] so that using it is a damage gain as well as a mobility gain, but it's only usable 2-3 times per minute.


    I don't want any other changes beyond potency traits, really. Most of the remaining problems with RDM were fixed with the addition of triple Moulinet and AoE Verfinishing Combo and the equalization of Engagement with Displacement. Now I just need a couple extra GCDs of mobility that aren't a damage loss.
    (4)
    Last edited by Rongway; 10-19-2023 at 09:17 AM.

  3. #3
    Player
    Milkbeard's Avatar
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    Sep 2015
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    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by I would really like for Enchanted Reprise to spend a charge of timed gauge instead of 5|5 Mana, and [deal increased damage and/or generate at least 2|2 mana
    so that using it is a damage gain as well as a mobility gain, but it's only usable 2-3 times per minute.
    This sounds like a great idea, a simple change to a move that already exists, that would make it more viable while also solving one of our issues with prolonged down time and movement.
    (0)

  4. #4
    Player
    Silverquick's Avatar
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    Mar 2017
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    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Personally I feel one of the biggest improvements of the Red Mage over the last few iterations was being able to do the combo with only a 60% gauge.

    Sure enchanted Reprise kinda falls by the wayside, but the ability to do combo upon combo has been huge.

    One of the biggest additions I noticed was the Scorch and Resolution both adding Mana back to the gauge. It is so easy now to have another combo very quickly ready that I rarely have to spend time verthunder/aero anymore. Scorch was paying dividends in ShB but boy when you added Resolution to it, its just combo after combo these days.

    One of the biggest changes I've noticed in playing Red Mage throughout the iterations is that even though it started as a kind of in and out fighter... nowadays due to the way it all works its firmly a job that stays mostly in melee range in order to take advantage of those continuous combos. That being the case...

    1. Magic Barrier needs a 20 second duration if the CD is gonna be that long. Should at least be comparable to Embolden. It never should have had a 10s duration, that was utterly done without thinking.

    2. Because of the way the continuous combos work and having to spend the majority of time in melee range and almost never leave... I suggest a new personal "heal" akin to Adlo. Keeping an Adlo style Preheal on you will give the Rdm staying power on the front line. Which can be a problem. So while I realize RDM DPS is NEVER going to be at the level of other DPS jobs, (or they would have done it long ago) it does need staying power on the front line.
    RDM may not get damage... but he would then have Defense.

    3. The reason I suggest Adloquium style is to differentiate it from the BLM and SMN Shielding and that type of a Shielding would set it apart while still maintaining staying power for the RDM on the front line, and fit the WHM?BLM/Fighter combo it is supposed to be.

    Again this is all due to how much the RDM has changed since it's inception back in Stormblood.

    I personally do not see mobility problems with the class right now, and most of that has to do with the fact I rarely have to spend much time anymore Verthunder/VerAeroing to build my guage back up. That USED to be the largest portion of my time spent Red Maging... It no longer is due to how the gauge and buildup, work much faster now. Most of my mobility is either handled with Corps'a'Corps or Displacement, because I need to be in melee range nowadays. If I'm out of it, it's only briefly.
    (0)

  5. #5
    Player
    Rongway's Avatar
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    Aug 2013
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    4,158
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Silverquick View Post
    2. Because of the way the continuous combos work and having to spend the majority of time in melee range and almost never leave... I suggest a new personal "heal" akin to Adlo. Keeping an Adlo style Preheal on you will give the Rdm staying power on the front line. Which can be a problem. So while I realize RDM DPS is NEVER going to be at the level of other DPS jobs, (or they would have done it long ago) it does need staying power on the front line.
    RDM may not get damage... but he would then have Defense.
    Please no. I don't want more survivability actions to be taxed for. Just give me more dps.


    Quote Originally Posted by Silverquick View Post
    I personally do not see mobility problems with the class right now, and most of that has to do with the fact I rarely have to spend much time anymore Verthunder/VerAeroing to build my guage back up. That USED to be the largest portion of my time spent Red Maging... It no longer is due to how the gauge and buildup, work much faster now.
    That is your own misconception from your perception of banking combos so that you can multicombo, which is masking your recollection of the time spent building up those banked combos. We objectively still have to spend a lot of time casting:
    Code:
                 *Ready*
    Action        Mana      Time  
    Manafication  50|50       0.0s
    Combo          0| 0       5.2s
    Verfinishing *19| 8      12.7s
    Dualcast      24|14*     17.7s
    Dualcast     *30|19      22.7s
    Dualcast      35|25*     27.7s
    Dualcast      35|36*     32.7s
    Dualcast     *41|41      37.7s
    Dualcast      46|47*     42.7s
    Dualcast     *52|52      47.7s
    Dualcast     *63|52      52.7s
    Dualcast      68|58*     57.7s
    Dualcast     *74|63      62.7s
    Dualcast      79|69*     67.7s
    Dualcast     *85|74      72.7s
    Dualcast      90|80*     77.7s
    Dualcast     *96|85      82.7s
    Combo        *46|35      87.9s
    Verfinishing *54|54*     95.4s
    Combo        * 4| 4*    100.6s
    Verfinishing *12|23*    108.1s
    Assuming you get a proc on every Dualcast, that's 28 non combo GCDs per 18 combo GCDs. Even if you make three of those casts instant, this is still more than half of the fight spent Dualcasting.


    Quote Originally Posted by Silverquick View Post
    Most of my mobility is either handled with Corps'a'Corps or Displacement, because I need to be in melee range nowadays. If I'm out of it, it's only briefly.
    You cannot depend on Displacement for movement because basically every non-storymode arena has a death wall, and mechanics that alternate between a stack-on-boss-center to an immediate out are very common.
    (0)
    Last edited by Rongway; 10-19-2023 at 03:56 PM.
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    Milkbeard's Avatar
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    Sep 2015
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    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Lets keep it simple and to the point
    We don't need an overhaul here. Not some grand creative rewrite. We need quality of life- the same quality of life that other classes have.


    Heres what I want

    Lets maintain a positive view of the class' current structure and ask ourselves what changes this class could use. Versus stating things that try to tear it all down. I'm not insulted by anything the devs have done with red mage. Lets not let that be what represents red mages on the forums, that we're all "insulted" by it's design. I am just wishing to know what they will do next with it.


    I'm not going to state that there is anything wrong with the class foundations. Its still designed beautifully, and its a miracle how well it works with all the fights.

    Heres something I don't want.

    I don't want the devs viewing any of these threads on the English forums and think that red mage needs a flow change, an overhaul, because it doesn't. The way its balanced currently doesn't have them in melee range an obnoxious amount, or bargaining for melee uptime ever- at least in my experience that hasn't been necessary.

    Here are two things people commonly agree needs some changes and the developers need ideas so get the wheels turning because they read these things.

    Maneuverability

    A lot of people have personal examples of how that has been rough this expansion. The latter half of this expansions content demanded some movement for some mechanics that were beyond the red mage toolkit so they'd miss out on damage or generally not have as much fun trying to pull it off as other classes. Try and share what you wish you could have had to solve this that other classes may have.


    Downtime

    Resource builders struggle in fights with down time - we need a fix for that.

    "I want a vercure during downtime that gives me a free bahamut"

    We have a weird nichie where vercuring during down time isn't a bad idea (unless you're 3 sword hits into your finisher but that's an entirely different niche set of scenarios).

    Let me be clear, that is not the same thing as me saying we need to trade off our entire 7.0 dps toolkit for support, it just showed good original design. There is no mechanic where vercure is necessary, but it didn't harm anything either. It set me up for the next phase and made a specific occurrence where a tank could get hit 7 times by a knight in thordan instead of 6 more consistently manageable. I liked that.

    Let me be clear again,
    I'm not saying anything support oriented should enter into our rotation and mess up our flow. but maybe, our resource building flaw could be solved by having us do something that benefits the party during down time. A meditation, or dance, something that perhaps supports and sets us up to damage.



    Glamour

    Where's my hats with feathers in them square. I know you have them square, I need those hats square!

    Ties, jackets, suits, fancy stuff. STUFF YOU CAN BACKFLIP IN!
    (3)
    Last edited by Milkbeard; 10-19-2023 at 04:53 PM.

  7. #7
    Player
    jdgev's Avatar
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    May 2022
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    17
    Character
    Joakim Fenix
    World
    Odin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rongway View Post
    Please no. I don't want more survivability actions to be taxed for. Just give me more dps.
    You're not gonna get more DPS (relative to other jobs), because there is no way in heck they will make Red Mage deal more damage than Summoner from a design perspective. That's never going to happen because Red Mage is a hybrid support-DPS job by the jobs design, and by long standing FF tradition.

    So yeah, at least give RDM:
    a) More support so it justifies it's lower damage (it's not a tax it's intentional, calling it a tax is ridiculous when it's literally the jobs design to use support).
    b) More tools/options to make use of their main ability: dual cast.
    c) A mechanic/bar that can that be toggled between white/black magic boost like they have on PVP, boosting support abilities when White, and boosting damage when Black or altering effects of certain abilities like in PVP.

    Red Mage is a jack of all trades, master of none type of job. It's never going to be a high damage dealing job, just as Black Mage will never get a heal or a res.

    PS: Checked and yeah RDM is basically on par or very slightly bellow SMN in damage. Exactly as it's intended. So yeah, we aren't getting more damage unless it's by non-intentional imbalance.
    (2)
    Last edited by jdgev; 10-19-2023 at 10:06 PM.

  8. #8
    Player
    Silverquick's Avatar
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    Mar 2017
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    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rongway View Post
    Please no. I don't want more survivability actions to be taxed for. Just give me more dps.
    Do you have any idea of how long Red Mages have been asking for that. The answer has always been a flat no.

    It is not coming any time soon. You talk about being "taxed" for non-DPS actions. They're F'n lying man trying to justify something that is not about that. Other jobs are not "taxed" for those kinds of actions. Yeah not even SMN.

    That is your own misconception from your perception of banking combos so that you can multicombo, which is masking your recollection of the time spent building up those banked combos. We objectively still have to spend a lot of time casting:
    Code:
                 *Ready*
    Action        Mana      Time  
    Manafication  50|50       0.0s
    Combo          0| 0       5.2s
    Verfinishing *19| 8      12.7s
    Dualcast      24|14*     17.7s
    Dualcast     *30|19      22.7s
    Dualcast      35|25*     27.7s
    Dualcast      35|36*     32.7s
    Dualcast     *41|41      37.7s
    Dualcast      46|47*     42.7s
    Dualcast     *52|52      47.7s
    Dualcast     *63|52      52.7s
    Dualcast      68|58*     57.7s
    Dualcast     *74|63      62.7s
    Dualcast      79|69*     67.7s
    Dualcast     *85|74      72.7s
    Dualcast      90|80*     77.7s
    Dualcast     *96|85      82.7s
    Combo        *46|35      87.9s
    Verfinishing *54|54*     95.4s
    Combo        * 4| 4*    100.6s
    Verfinishing *12|23*    108.1s
    No I'm really not,

    If you are really doing it that way, you are spending way too much time building up to 100 Mana when you don't need to anymore. In reality you only need to build up to 50 mana to do a combo, I go 60 for a buffer but not always. The Dual Casts are about half what you demonstrated in your chart. It's why I'm sitting in melee all the time. You get even a single proc which you usually do after a finisher, and you're building much faster even than that. The only time I'm up at 100 Mana is when I'm building up for Boss fight with trashmobs in dungeon or Alliance Raid for the next fight.

    Secondly you are assuming everything is an 8-Man what you showed only applies there, not to Alliance Raids or Expert Dungeons.

    But even if you were to assume that, You're still spending time building to 100 when you no longer have to do that. It's much quicker these days. Yeah Enchanted Reprise kinda falls into the unused toolset now, but doing faster finishers will do more damage in the end, because that's the big damage portion and you do it much faster and more of them.

    And it is because of that, and because you end up just sitting in melee range all the time that I am starting to suggest staying power in melee. Hence the Adlo idea and DEFINITELY extending the Magic Barrier to be the equivalent time to Embolden.
    (0)

  9. #9
    Player
    Connor's Avatar
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    Feb 2013
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    Limsa Lominsa
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    2,133
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I’m not an RDM main (more of a rdm casual lol) but I’m all for it getting more support options. Personally I’d like to see at least one debuff in Red Mage’s kit since it’s the only thing it’s really ‘missing’ to complete the ‘Jack-of-all-trades’ fantasy. It has damage (ofc), healing and resurrection, damage and defensive buffs (Embolden / Magick Barrier), so I think some kind of debuff spell would be the perfect way to round things for the job.

    Maybe like PvP Frazzle that increases damage taken by the enemy. They could have it give a defensive effect depending on mana balance, like more White making it give a small HP shield to party/target.

    Also I don’t think ‘giving it a defense buff’ means it’s going to have sub-Dancer levels of dps. I mean, if that’s how they balance things how in the world is Black Mage not penalised for Manaward or Aetherial Manipulation. Both can be pretty significant for survival. I’m not seeing Reapers being heavily taxed for being able to give a party wide Regen either…
    (0)

  10. #10
    Player
    Jade_Tyrant's Avatar
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    Apr 2022
    Posts
    85
    Character
    Tyra Jade
    World
    Famfrit
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    Do not give anymore OGCD moves. There is currently too many OGCDs in the opener. Another OGCD would certainly result in a triple weave (ew).
    Personally I'd be happy with a few more oGCD moves. As soon as you hit Scorch in the opener, you've got room for more oGCDs without triple weaving and still within buffs. Obviously wouldn't want a ton more, but we're unlikely to get more than one or two new ones regardless. Don't have anything specific I really want from oGCDs, so wouldn't be upset to not see any new ones, but I don't think triple weaving (or more likely, leaving something out of the opener) would be a real issue even with more oGCDs to hit.

    Quote Originally Posted by Milkbeard View Post
    Give red mage a way of building resource during down time. Other than manafication. Manarushing misaligns parts of the swordcombo with embolden, which isn't ideal in my opinion - its a weakness brought on from downtime, not a strength. Popping manaification when a boss is gone, i'm looking at you A8s and the ultimates, feels bad.

    -OR-

    Give red mage a time built resource like xenoglossy or afflatus misery. The ultimate fights feature too much downtime and they have fallen behind summoner and black mage in this expansion due to those classes benefiting greatly from down time as of 6.0.

    Quote Originally Posted by Milkbeard View Post

    Downtime

    Resource builders struggle in fights with down time - we need a fix for that.

    "I want a vercure during downtime that gives me a free bahamut"

    We have a weird nichie where vercuring during down time isn't a bad idea (unless you're 3 sword hits into your finisher but that's an entirely different niche set of scenarios).

    ---

    (...)but maybe, our resource building flaw could be solved by having us do something that benefits the party during down time. A meditation, or dance, something that perhaps supports and sets us up to damage.
    Don't really agree with some of the specifics here (don't really want us to just get a copy of Xenoglossy or Afflatus Misery), but in the broader strokes, I do like the idea of us getting something that helps us during downtime a bit more than just "Vercure to get a free Dualcast when the boss shows back up." Something like Samurai's Meditation would actually be cool; slow build up of gauge while we hover in place and/or (visually) steal BLM's Leylines to store up more power for later.

    Quote Originally Posted by Milkbeard View Post
    Maneuverability
    A lot of people have personal examples of how that has been rough this expansion. The latter half of this expansions content demanded some movement for some mechanics that were beyond the red mage toolkit so they'd miss out on damage or generally not have as much fun trying to pull it off as other classes. Try and share what you wish you could have had to solve this that other classes may have.
    Honestly, I... haven't personally found RDM mobility to be a huge issue, but I also haven't been doing Savage for various reasons (didn't do the second tier on RDM, haven't done anything past P9S in the third tier), so some of the rougher movement mechanics there might be the ones in question that I've not encountered.

    The movement in the Extremes has been fun to optimize, though. The 6.4 EX is one I've seen some complaints about, but I really enjoyed figuring out how to best make use of all my movement tools there to not lose uptime without failing any mechanics.

    A funny (but likely not happening) way to help mobility issues would be for instant casts (Swiftcast and Acceleration) to still give Dualcast, which would make them give two instants instead of one.

    Quote Originally Posted by jdgev View Post
    You're not gonna get more DPS (relative to other jobs), because there is no way in heck they will make Red Mage deal more damage than Summoner from a design perspective. That's never going to happen because Red Mage is a hybrid support-DPS job by the jobs design, and by long standing FF tradition.

    So yeah, at least give RDM:
    a) More support so it justifies it's lower damage (it's not a tax it's intentional, calling it a tax is ridiculous when it's literally the jobs design to use support).
    b) More tools/options to make use of their main ability: dual cast.
    c) A mechanic/bar that can that be toggled between white/black magic boost like they have on PVP, boosting support abilities when White, and boosting damage when Black or altering effects of certain abilities like in PVP.

    Red Mage is a jack of all trades, master of none type of job. It's never going to be a high damage dealing job, just as Black Mage will never get a heal or a res.

    PS: Checked and yeah RDM is basically on par or very slightly bellow SMN in damage. Exactly as it's intended. So yeah, we aren't getting more damage unless it's by non-intentional imbalance.
    Yeah, the comments from the devs on the 6.5 changes made it pretty clear that RDM has low damage by intent, and the only way that would change is to remove their support actions, which I do not want to happen myself.

    a) I like the idea of more support, though I don't have a lot of faith that extra non-damage-related support buttons would really feel worth it? Between healers and tanks, there's so much free healing and mit that it doesn't feel like there's much a RDM could bring to that table that'd be worth it.

    b) I like this in concept though I'm admittedly struggling to think of what that could be...?

    c) Personally I like an idea I saw in another thread where the Black/White shift mechanic turns into a Dance Partner-like mechanic instead, with both active at once and buffing other party members; I can't help but feel like if RDM had a White/Black Shift mechanic that was like PvP, it would just become "Black Shift bc damage is king." I suppose if it was something like "White Shift in prog, Black Shift any other time" it could work?

    Quote Originally Posted by Connor View Post
    Personally I’d like to see at least one debuff in Red Mage’s kit since it’s the only thing it’s really ‘missing’ to complete the ‘Jack-of-all-trades’ fantasy. It has damage (ofc), healing and resurrection, damage and defensive buffs (Embolden / Magick Barrier), so I think some kind of debuff spell would be the perfect way to round things for the job.

    Maybe like PvP Frazzle that increases damage taken by the enemy. They could have it give a defensive effect depending on mana balance, like more White making it give a small HP shield to party/target.
    I think Frazzle overlaps a bit with Embolden, in regards to functionality. They're both "party does more damage", and I'm unsure they'd want to give RDM a second raid buff like that.

    Maybe this (and my above comment regarding Black/White Shift) is me giving in to the devs and the "damage meta" too much, but I don't really like the idea of Frazzle swapping between support and damage based on mana, since it'd quickly become "always be higher on Black mana".
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