Quote Originally Posted by JuneBuggy View Post
I can agree that the devs merely "repackaged" the kit and kept things like self shields, dots, and party utility. However my biggest complaint is they've essentially dumbed down the rotation and unique trait of dancing between B/W shift which allowed for more flexibility and skill expression. I feel the new kit now forces RDM players to a singular playstyle as compared to before when players could choose to play aggressively of defensively all the while building up their finisher to support the team or pressure the enemy on the objective.
Quote Originally Posted by Reinhardt_Azureheim View Post
I don't think the overall power and performance of Red Mage is what is the issue, but rather the removal of having to actively choose between more damage or more survival with your Shifts - making the job have everything at 90-100% of both Shifts all the time and removing the planning makes the job feel monotonous in nature, i.e. what Junebuggy meant with "Now the rotation is just consists of mashing buttons off CD", because other than holding your buttons to sync with your team, there is limits to the choices you can make in your gameplay flow.

Short - its boring.
I do agree yes. I felt like pointing out that since it wasn't clear if the post was only about identity/flavour or also covered gameplay potential, that the new RDM, much like the new GNB, seem to have dropped the stance flavor in favor of a stronger, consolidated toolkit with a lot less constraints.
Amusingly enough both jobs gained a lot in power, whether it's just because the effort required is lowered, or that they have access to everything at once.
If anything RDM when playing against it, I find extremely infuriating since you keep eating silences and stuns all the time and you perfectly know where it comes from. I don't like that, I also felt like the choices felt more engaging back then and a lot less obnoxious to play against.