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  1. #1
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    There is exactly two changes/additions that I would like to see to improve the game play feel while playing red mage.

    1. We need to change how the mobility works for red mage, but to emphasize, I don't mean changing the cast a fast spell and dual cast a slow spell. That is actually really intuitive and I really like that. The problem is that our mobility is tied to building up black and white mana and that enchanted reprise is a dog shit ability that needed to have been reviewed further when they reworked the mana system for Endwalker. Personally, I would like to see red mage have something added to red mage that is similar to xenoglossy. A spell that we can prep and hold onto and then use for mobility when the time is right. Either that or here is "easy as shit" solution, have enchanted reprise grant a mana stack. Having enchanted reprise grant a mana stack would solve a lot of mobility problems since it will only take 15 black/white mana to do a finisher combo and you will have free movement during the entire thing. Potencies may have to be adjusted around since technically you can do a lot more finisher combos doing that, but honestly people would probably be fine with enchanted reprise being weaker if it means having that as an option. That way you actually have some decision making, "can I afford to hold my mana for a full sword combo which is stronger or do I need to just reprise for the sake of mobility and survivability during this mechanic?"

    2. Verfire and verstone are ironically too punishing when you are proccing them constantly. Picture this scenario. You are in p8s, just after doing your opener and you are building up mana for more finishers. You know Twist Nature is coming up and is a spread so you want to start your sword combo to have full mobility during the mechanic but both verfire and verstone keep proccing. You are now forced to waste one of them just so you can cast verflare/verholy because you were *too* lucky. This is just bad design to me, neither summoner nor black mage have a situation where you are too lucky with your procs. Summoner doesn't even have chance procs and black mages fire starter and thunder spell are literally just a "when it comes up press them". I would like to see a trait added that if you press verthunder/veraero while either of their respective spells are up, that verthunder/veraero have their damage boosted to compensate for the potential waster verfire/verstone that you can have. I don't know how much, but red mage is one of the only jobs where you can be punished for playing too well.
    (0)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,183
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rychu View Post
    here is "easy as shit" solution, have enchanted reprise grant a mana stack. Having enchanted reprise grant a mana stack would solve a lot of mobility problems since it will only take 15 black/white mana to do a finisher combo and you will have free movement during the entire thing. Potencies may have to be adjusted around since technically you can do a lot more finisher combos doing that, but honestly people would probably be fine with enchanted reprise being weaker if it means having that as an option. That way you actually have some decision making, "can I afford to hold my mana for a full sword combo which is stronger or do I need to just reprise for the sake of mobility and survivability during this mechanic?"
    This would in some cases force triple E.Reprise, which costs 30% as much as a proper combo to start, 11% once you account for the Verfinishing rebate. To balance this, the entire 6 step sequence beginning with triple Reprise would probably need to no more than baseline Dualcasting damage. Dualcasting Verfastspell-Verslowspell is 144 p/s. So a triple E.Reprise option that balances for 15s of completely free mobility would mean E.Reprise would have to be about 40 potency per cast.

    Fifteen seconds is a long time to be completely mobile for just 7|-4 Mana (the rebate from Verfinishing being 8|19). A proper combo costs 42|31 and only grants 12.7s of mobility, the first 3.5s of which force melee range. I would prefer the solution of E.Reprise costing a Polyglottish stack, which would add just 2 free move GCDs per minute.

    Quote Originally Posted by Rychu View Post
    2. Verfire and verstone are ironically too punishing when you are proccing them constantly. Picture this scenario. You are in p8s, just after doing your opener and you are building up mana for more finishers. You know Twist Nature is coming up and is a spread so you want to start your sword combo to have full mobility during the mechanic but both verfire and verstone keep proccing. You are now forced to waste one of them just so you can cast verflare/verholy because you were *too* lucky. This is just bad design to me, neither summoner nor black mage have a situation where you are too lucky with your procs. Summoner doesn't even have chance procs and black mages fire starter and thunder spell are literally just a "when it comes up press them". I would like to see a trait added that if you press verthunder/veraero while either of their respective spells are up, that verthunder/veraero have their damage boosted to compensate for the potential waster verfire/verstone that you can have. I don't know how much, but red mage is one of the only jobs where you can be punished for playing too well.
    Procs are procs. Randomness and occasional overwrites are their nature. The procs in general aren't worth enough to worry about: the gain of 20p and 1 mana that you overwrite 0 to 2 times per 2min cycle still adds up to a single lost Jolt cast over the course of most 12 minute fights.
    (0)
    Error 3102 Club, Order of the 52nd Hour

  3. #3
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rongway View Post
    This would in some cases force triple E.Reprise, which costs 30% as much as a proper combo to start, 11% once you account for the Verfinishing rebate. To balance this, the entire 6 step sequence beginning with triple Reprise would probably need to no more than baseline Dualcasting damage. Dualcasting Verfastspell-Verslowspell is 144 p/s. So a triple E.Reprise option that balances for 15s of completely free mobility would mean E.Reprise would have to be about 40 potency per cast.

    Fifteen seconds is a long time to be completely mobile for just 7|-4 Mana (the rebate from Verfinishing being 8|19). A proper combo costs 42|31 and only grants 12.7s of mobility, the first 3.5s of which force melee range. I would prefer the solution of E.Reprise costing a Polyglottish stack, which would add just 2 free move GCDs per minute.
    I have never seen someone with such attention to details in their suggestion. They should hire you my guy. I honestly like your polyglot idea more than mine. I just came up with the enchanted reprise idea while trying to avoid doing work at my job haha! I do think that Summoner existing and being able to have upwards of a minute without needing to cast anything throws a wrench into your suggestion about red mage having too much mobility (15 seconds). But hey, they should also make Summoner be a caster so if they equalized them a bit more then I am all for your idea!
    (0)

  4. #4
    Player
    Deslyxic's Avatar
    Join Date
    Sep 2018
    Posts
    97
    Character
    Noice Deeps
    World
    Shiva
    Main Class
    Red Mage Lv 100
    I'm a little scared of what can be done with it in 7.0 because going from SB to ShB there was a lot of obvious things to fix, and they were fixed. Going into EW the only glaring issue was the AOE rotation, and that was fixed.
    Right now if you ask me the job is in the best state it has been since it was introduced and I can't imagine ways to change it without breaking it and that's kinda scary.

    There are two changes that I would like to see:
    1. Make the melee combo a single button, there is literally no reason for it to be three separate buttons, and since most likely we gonna get at least two new actions that would help with button bloat.
    2. Change 2.5s casts to 1.5s. Realistically RDM can't have the mobility of SMN without breaking Dualcast, but having 3.5/5 second of free movement is a pretty good deal.

    My prediction is that the capstone action will be some spell that works like SAM Shoha, with Resolution giving a stack and consuming a number of these stacks in a big attack
    (2)
    Last edited by Deslyxic; 10-21-2023 at 11:14 AM.

  5. #5
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Deslyxic View Post
    1. Make the melee combo a single button, there is literally no reason for it to be three separate buttons, and since most likely we gonna get at least two new actions that would help with button bloat.
    2. Change 2.5s casts to 1.5s. Realistically RDM can't have the mobility of SMN without breaking Dualcast, but having 3.5/5 second of free movement is a pretty good deal.

    My prediction is that the capstone action will be some spell that works like SAM Shoha, with Resolution giving a stack and consuming a number of these stacks in a big attack
    You know...that second suggestion is a really simple but great idea. I like it, maybe adjust the potencies around a little but it is definitely a worth while change!

    I also feel like most jobs are going to get a shoha like ability, I would not mind some big booms. They did say that lvl 100 is a big milestone for progression so it would make sense that they want that level 100 skill to be a big bang attack or something.
    (0)

  6. #6
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Deslyxic View Post
    2. Change 2.5s casts to 1.5s. Realistically RDM can't have the mobility of SMN without breaking Dualcast, but having 3.5/5 second of free movement is a pretty good deal.
    This is a first suggested so far on this thread, and I mean I could see that. It wouldn't change the feel of the class by much, it would change our alignment with buffs
    (I think)
    I'm not gonna math it.

    Healers do ultimates with a 1.5 gcd, and they don't have sword combo so yea it would probably fix our mobility. (lol please square still fix their mobility struggles too, ive seen how hard it can get on whm)

    I was thinking yesterday of ways spell speed could become viable for rdm... It does get bothersome that casters sometimes struggle to share gear due to minor melds, especially if you're doing older stuff on sumn and SS has more viability. Red mage is always the one that needs to avoid SS like the plague while blm you can just bite whatever GCD bullet you have and still compete with other blms.
    (0)
    Last edited by Milkbeard; 10-21-2023 at 12:51 PM.

  7. #7
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,183
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    This is a first suggested so far on this thread, and I mean I could see that. It wouldn't change the feel of the class by much, it would change our alignment with buffs
    (I think)
    I'm not gonna math it.
    Not anything to worry about. Deslyxic's recommendation only shortens the cast time, not the recast time. The 5s Dualcast period would remain the same; we'd just have an extra 0.5s of mobility per Dualcast, which could be a lot of extra mobility, actually.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  8. #8
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rongway View Post
    recast time.
    Oh! Missed that bit. Then yea, in that case, it wouldn't change anything other than giving us more time to skate. Guess I forgot that healers have the 1.5 sec cast times, not a whole stinking 1.5 GCD. (I don't do much content as a healer if you haven't guessed).
    (0)
    Last edited by Milkbeard; 10-21-2023 at 02:05 PM.

  9. #9
    Player
    Deslyxic's Avatar
    Join Date
    Sep 2018
    Posts
    97
    Character
    Noice Deeps
    World
    Shiva
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rongway View Post
    Not anything to worry about. Deslyxic's recommendation only shortens the cast time, not the recast time.
    Yes, if it wasn't clear it's 1.5s cast with 2.5s recast, like SMN Ruin. That's from where the 3.5s of movement every two GCDs come.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Deslyxic View Post
    2. Change 2.5s casts to 1.5s. Realistically RDM can't have the mobility of SMN without breaking Dualcast, but having 3.5/5 second of free movement is a pretty good deal.
    I'd take this, or at least to 2.0 seconds, just so the animations don't look so jank when immediately back-to-back, if nothing else...

    And an extra half-second or two of movement per Dualcast-step seems like it could go a decent way without seeming outright excessive.
    (1)

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