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  1. #21
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    940
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Carighan View Post
    But it's an independent thing from what I want, which is classes not based on the static rotation archetype.
    So long as encounters are centered around static timelines, the only thing such a class design brings to the table is, "well, I guess I stunk this run because my class's RNG didn't favor me." See also: The evolution of any class/job in FFXIV who's earlier designs featured RNG elements. Because, as I said before:

    SE's problem starts with the fact that they're fixated on a particular, singular style of encounter design.
    You want to move away from the static rotation archetype? Hallelujah.

    But by the evidence available to us, it seems clear that SE's first problem is encounter design, because that's all but their stated reason for smooshing every class/job into a static rotation. And the general praise for PvP proves the point that less static encounter design is a good thing, even in the presence of job kits with little or no RNG.
    (1)

  2. #22
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,905
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carighan View Post
    I don't see a solution proposal, I see someone wanting to add complexity to try solve a problem with fight complexity by shifting it into the job they're playing. If your goal were to actually reduce complexity or keep it equal while improving red mage potential, you'd simply shift damage from the combo into the filler, including overhead for the burst potential reduced. Tuhdaaah, same damage in uptime fights, improved damage in disengagement fights. Increased damage in fights with breaks like Ultimates, too!
    It's the exact opposite though, this doesn't add complexity. You're turning a currently tricky problem "Trying to execute your melee combo with no safe spot near the boss" into "Lol just ranged combo".
    But yes, at that point just remove the actual melee combo from rdm because if potency on both is equal then "Lol just ranged combo" becomes the default anyway.
    (2)

  3. #23
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    997
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Absurdity View Post
    It's the exact opposite though, this doesn't add complexity. You're turning a currently tricky problem "Trying to execute your melee combo with no safe spot near the boss" into "Lol just ranged combo".
    But yes, at that point just remove the actual melee combo from rdm because if potency on both is equal then "Lol just ranged combo" becomes the default anyway.
    That was my point, exactly. If it's just about "Oh I cannot melee at the right times and clearly this is unfair and not okay" then the correct solution is to eliminate or factually-eliminate the melee combo (an opinion I do not share, if that wasn't obvious enough). Adding an extra ranged combo is absolutely pointless, because either way you're just standing at range, might as well just remove the melee combo entirely then?
    (0)

  4. #24
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    150
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    Is it a problem specific only to that spot, or is it also problematic with other ranged spots?
    The mechanic in question has four players (decided by the strategy) tethered to the walls while the boss is in the middle. A tether deals damage over time, but stretching it will make the player take heavier damage. So usually the two healers and the two ranged DPS are hugging the walls and can’t get closer without taking very heavy damage.

    Quote Originally Posted by Mierkun View Post
    In D4 rdm is not able to melee combo in phase 3 tether, the only thing I can do is AOE combo. The burst cannot delay, because of tether stuff.
    Since the adds spawn at the walls around that time and they do nothing for a while, at the start of the burst window as RDM you have the option of using Manafication or 50 meter to hit your nearest add with your melee combo and then hitting the boss with the three finishers. However you’d have to do the math to see if this is worth it. It does more potency to the boss during this burst window if you just used your usual single target attacks during this time, lets you use Prefulgence during buffs if Manafication was used, and gives you a guaranteed proc if you don’t have them already, but spends 50 meter or a Manafication that could have been otherwise fully spent on hitting the boss if it was done at another time. Damaging the adds is unnecessary for this mechanic.

    After that the adds will start moving to the tanks to attack them, and then you all you can do is your usual ranged attacks on the boss. Unless you have an Acceleration to spare (or have a Swiftcast and are willing to spend it there) for using Verthunder/aero and Grand Impact.
    (0)

  5. #25
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,246
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    When a job is particularly bad in some fight, just dont play it then.
    (0)

  6. #26
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    288
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Valence View Post
    I assume by D4 you mean R2? Sorry I retired from savage so I'm not familiar enough with M7S.
    Is it a problem specific only to that spot, or is it also problematic with other ranged spots?
    NA and JP use D1 D2 D3 D4 T1 T2 H1 H2 instead of M1 M2 R1 R2 MT OT H1 H2
    (0)

  7. #27
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    997
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Arohk View Post
    When a job is particularly bad in some fight, just dont play it then.
    Exactly this. I want classes to be good at different things, and I want (some) fights to be brutally difficult.

    This naturally means these fights will need to be balanced to only work with a particular subset of classes. So long as fights exist where all kinds of classes excel, that's more than fine with me. Or maybe even areas of fights.
    (0)

  8. #28
    Player
    Shadyshawty's Avatar
    Join Date
    Aug 2024
    Posts
    3
    Character
    Midare Getsurui
    World
    Behemoth
    Main Class
    Samurai Lv 100
    it's totally possible to perform perfectly as a redmage, I'm sorry but it's a question of skill really
    (1)

  9. #29
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    576
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    you mean a job isn't balanced around a fight!! gonna fix that and remove it! obviously we cannot have a fight balanced around a job nah nah nah can't have that
    (0)

  10. #30
    Player
    luca20's Avatar
    Join Date
    Apr 2023
    Posts
    18
    Character
    Azem Bunny
    World
    Coeurl
    Main Class
    Pictomancer Lv 100
    As someone who progged most of M7S as RDM in the R2/D4 spot and changed to PCT as soon as I could, I feel the problem is not RDM or fight design, the problem is the job balancing team hard on on melees. If RDM was competitive with a melee for damage then this wouldnt be an issue because you could easily join parties as the flex dps and take the melee spot. This is not only theorical but something you see often in ultis. I progged most of UCoB as fake melee RDM and have seen it as well in DSR and FRU when it was current. But with how much better melees are than any job not called BLM makes it so that there's no flex dps spot, it's locked to a melee.
    (3)
    Last edited by luca20; 05-10-2025 at 07:50 AM.

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