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  1. #71
    Player
    WawaMaxHeightLala's Avatar
    Join Date
    May 2024
    Posts
    8
    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)

  2. #72
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    261
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by WawaMaxHeightLala View Post
    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
    WAIT WTF I can full range me MELEE combo now?! XD Yoshida I love you. Remember stormblood when a basic melee combo was considered op mobility in conjuction with dual cast on a caster? Not any kupo ing more wow thats crazy.
    (0)

  3. #73
    Player
    TeresaFortell's Avatar
    Join Date
    Jul 2024
    Location
    Boston
    Posts
    161
    Character
    Metra Surrik
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    I think the change is okay, but I feel the main thing is that they should have added some new animations for actions by manafication. Right now, the enhanced melee combos feel very weird when executing, as if your character is swinging in the air and somehow they are magically hitting a target that is far away. If they change those animations, it might be better.
    (0)

  4. #74
    Player
    Jaltaer's Avatar
    Join Date
    Aug 2024
    Posts
    90
    Character
    Jeanne D'altaer
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    And here I thought they'd at least wait until 8.0 to lobotomize my main job, but it seems they just couldn't help themselves and started early.

    Although personally, I think this move comes more from a place of "we completely forgot RDM existed when we designed the last savage tier (M7S in particular, if you aren't in a melee spot during phase 2 the burst is a nightmare) so now we have to cover our asses" than anything else.

    Also, though I doubt this will be noticed in a post halfway through the 8th page - a lot of people are misunderstanding one of the changes. You don't get *one* melee combo for free - when you activate Manafic, you get a 30s buff that makes all of your enchanted melee 123 25y for the entire duration. If the distance buff was tied to the 3 swordplay stacks, that would have been...still not great, but certainly better than this.
    (3)
    Last edited by Jaltaer; Yesterday at 10:15 AM.

  5. #75
    Player
    Sarantserel's Avatar
    Join Date
    Apr 2022
    Posts
    44
    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. #76
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    261
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jaltaer View Post
    And here I thought they'd at least wait until 8.0 to lobotomize my main job, but it seems they just couldn't help themselves and started early.

    Although personally, I think this move comes more from a place of "we completely forgot RDM existed when we designed the last savage tier (M7S in particular, if you aren't in a melee spot during phase 2 the burst is a nightmare) so now we have to cover our asses" than anything else.

    Also, though I doubt this will be noticed in a post halfway through the 8th page - a lot of people are misunderstanding one of the changes. You don't get *one* melee combo for free - when you activate Manafic, you get a 30s buff that makes all of your enchanted melee 123 25y for the entire duration. If the distance buff was tied to the 3 swordplay stacks, that would have been...still not great, but certainly better than this.
    It's really funny to me how red mage feels the most punished for moving now. It was easily the most comfortable caster in stormblood and it barely changed compared to other jobs up to today. My girlfriend been a bard and red mage main since stormblood and I remember her crashing out about how hard it is to deal with the movement of modern encounter design back in rubicante normal mode

    I guess thats just what happens when you're the only true caster job left
    (0)

  7. #77
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    58
    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; Yesterday at 12:24 PM.

  8. #78
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,563
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    The only way to find this justifiable is if there's a big amount of mechanics happening during 2min burst windows that would require a RDM to be in a ranged spot to resolve something.

    There are? Because if so, there's no planning around that could save the lost dps by delaying it.
    (0)

  9. #79
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    292
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    So it seems like a clash of 'ideals' between two different kinds of people. Those who see 'pain points' as something that allows for skill expression, and those who see 'pain points' as a nuisance that gets in the way of skill expression.

    Not sure how you can reconcile that tbh, and it seems like the devs are siding with 'pain points bad', so the first group are losing out.
    (1)

  10. #80
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,882
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ElysiumDragon View Post
    So it seems like a clash of 'ideals' between two different kinds of people. Those who see 'pain points' as something that allows for skill expression, and those who see 'pain points' as a nuisance that gets in the way of skill expression.

    Not sure how you can reconcile that tbh, and it seems like the devs are siding with 'pain points bad', so the first group are losing out.
    It’s almost like we have 21 jobs and not every job has to follow exactly the same philosophy

    If you don’t like a “pain points are skill optimisation” job then play a different job.

    Somehow of all the roles healer manages to figure this out at least partially as SCH is mostly left alone in its whack design that has a cult following
    (3)
    Last edited by Supersnow845; Yesterday at 02:43 PM.
    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

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