The homogenization will continue until morale improves.


The homogenization will continue until morale improves.
Bring back 6.0 Dragoon.



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.

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 dumbThe 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


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.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
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.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.
Last edited by Kishin12345; 12-17-2025 at 12:24 PM.

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.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
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.




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
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


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
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