Quote Originally Posted by Atma View Post
Right now, raising people and being the pillar that drags people through content you'd otherwise wipe on feels like the sole reason to play RDM. The class has otherwise not really evolved at all since it's introduction in SB - it's just gotten a longer final combo.

This isn't an argument against phoenix down in 4 man content, far from it... but with it, red mage needs a new raison d'être
I unironicly think that RDM being the same since its introduction in SB is a good thing. While im not a fan of the 2 additional melee combo finisher is RDM one of the few jobs that never lost its core identity. (Casttime manipulation with Dualcast, ect)
RDM was by far not known only for its raise, especially in SB. Its was known for being easy to pick up and play even in high difficulty content.
Nowadays, RDM is by far not the easiest caster and in some situations even the hardest to pull off correctly. e.g. TOP Bluescreen Phase. While a BLM that always had its identity of being the turret that never wants to move can play this entire phase without losing a single cast, RDM on the other hand is the class that struggles the most in that phase and is for lesser skilled players almost unplayable.

So SE has imo 2 options.
1. Remove the raise and bring RDM in line with BLM/PCT. (dps-wise)
2. Leave RDM how it is but up the difficulty on BLM/PCT to recover RDM's identity of being the caster that is easier to play than the others.