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  1. #1
    Player
    Underscore's Avatar
    Join Date
    Apr 2024
    Location
    Gridania
    Posts
    490
    Character
    Exia Lupus
    World
    Spriggan
    Main Class
    Ninja Lv 100
    The homogenization will continue until morale improves.
    (4)
    Bring back 6.0 Dragoon.

  2. #2
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,541
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Using Manafication on cooldown is probably still generally better. I doubt it's worth holding over potentially losing a use in most cases and it isn't like we couldn't get two sword combos in without it either.
    (3)

  3. #3
    Player
    IzanamiNoMikotoo's Avatar
    Join Date
    Aug 2025
    Posts
    8
    Character
    Izanagi-no Mikoto
    World
    Shiva
    Main Class
    Pictomancer Lv 100
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    (4)

  4. #4
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    136
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by IzanamiNoMikotoo View Post
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    100% agree with this. There were too many scenarios where you just got punished for getting forced into melee range, now 1 of the potential 2 combos you can fit into burst are guaranteed to hit rather than going out of range and waiting, delaying or even breaking combo. That just felt dumb
    (1)

  5. #5
    Player
    Sarantserel's Avatar
    Join Date
    Apr 2022
    Posts
    69
    Character
    Sarantserel Malqir
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kishin12345 View Post
    100% agree with this. There were too many scenarios where you just got punished for getting forced into melee range, now 1 of the potential 2 combos you can fit into burst are guaranteed to hit rather than going out of range and waiting, delaying or even breaking combo. That just felt dumb
    I've been raiding as a RDM since the last tier of ShB, have done most savage encounters and 4 ultimates on the job. Literally the only mechanic where it was completely impossible to find a work around was the lava phase in M6S, which only causes overcapping between burst phase. Even M7S, my static and I found strat tweaks that let me get my uptime in burst. And outside of those, DPS doesn't really matter and mechanics aren't usually so stringent as to require the 4 ranged to be way outside melee range for a significant amount of time during burst timing.

    And IMO, Lava phase and the tethers in M7S weren't great mechanics. I'd rather have kept the puzzle that was figuring melee timing to keep uptime in burst than sacrifice that element of engagement with job mechanic for the sake of mechanics.
    (2)

  6. #6
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    136
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Sarantserel View Post
    I've been raiding as a RDM since the last tier of ShB, have done most savage encounters and 4 ultimates on the job. Literally the only mechanic where it was completely impossible to find a work around was the lava phase in M6S, which only causes overcapping between burst phase. Even M7S, my static and I found strat tweaks that let me get my uptime in burst. And outside of those, DPS doesn't really matter and mechanics aren't usually so stringent as to require the 4 ranged to be way outside melee range for a significant amount of time during burst timing.

    And IMO, Lava phase and the tethers in M7S weren't great mechanics. I'd rather have kept the puzzle that was figuring melee timing to keep uptime in burst than sacrifice that element of engagement with job mechanic for the sake of mechanics.
    Pretty much the same for me, too. I was maining rdm since its release, cleared 5/6 ultimates with it, all savage fights, besides last tier. M7s was not very rdm friendly and standard pfs dont look for ways that everyone can have uptime unfortunately. After more extensive testing i say it looks goofy and is still quite situational. Most of the times you want to fit corps a corps and engagement into burst, so you are in melee range anyway. If there are burst windows where you are forced to be out of range for a long time then you can get your burst still. Some skill expression got taken away but in cases where there is no chance to get a melee out because of whatever reason you cant express skill by looking for a melee in the first place. My guess is that this savage tier will have mechanics that forces the party to be split and in set spots quite a lot, so i overall appreciate the change. Also up until now i thought only 1 melee combo was range but its all potential 3 combos!!! I thought manafication gave stacks but it lasts 30s, so for 30s all melee is ranged.
    (0)
    Last edited by Kishin12345; 12-17-2025 at 12:24 PM.

  7. #7
    Player
    WawaMaxHeightLala's Avatar
    Join Date
    May 2024
    Posts
    9
    Character
    Sofina Wawan
    World
    Midgardsormr
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by IzanamiNoMikotoo View Post
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    Respectfully, what I'm talking about is planning my mana gauge and thus melee combo around fights and maintaining optimization, needing very precise movement, timing, and at times displacement. Examples of the tightest movements I've seen were p8sp2, p12sp1, m4s, and most recently the 6.3 EX. Managing that movement within manafication uses is now not necessary. Additionally manafication is 110 second cooldown so would drift out if buffs anyway and this doesnt "fix" melee combos to be ranged during such burst phases. Admittedly I healed last tier but otherwise have ran RDM 2 whole expansions now and never failed to get melee combos off, do mechanics, and maintain uptime without overcapping or letting cool downs sit.

    Lastly you can not tell me in good faith that removing the melee range requirement has no effect on skill expression, tanks and melees strive for this to the highest degree that raid strats are built around it. They literally addressed between EW and DT they wanted to have less wall bosses because it was taking away from that skill expression.

    Fine with you having an opinion on it, I just firmly disagree as someone that plays rdm 95% of the time. I'm posting here since its where devs supposedly get most feedback from rather than socials, so seeking to firmly and respectfully state how this waters down the class immensely.
    (6)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,212
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Why are mechanics being designed that are so unbelievably rigid that you are forced to make changes to the jobs like this

    If your solution is so rigid you cannot allow the RDM in melee range then you’ve made a bad mechanic
    (11)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #9
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    739
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    What exactly got easier? It just looks like it has better stats at lower levels
    (0)

  10. #10
    Player
    WawaMaxHeightLala's Avatar
    Join Date
    May 2024
    Posts
    9
    Character
    Sofina Wawan
    World
    Midgardsormr
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    What exactly got easier? It just looks like it has better stats at lower levels

    Manafication removes melee range requirement for melee combo (expanded to 25y). Does next to no change for casual players, range expanded under a buff that may for most part go unnoticed. For savage it removes planning to be in melee range when manafication is ready allowing rdm to have 6 GCDs of being a phys ranged as opposed to a melee for 3 of the first GCDs
    (0)

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