I haven't played since 2018. And I just came back to my favorite class RDM... but I need to get used to the buttons again. But wait you're saying it's different now? What has changed? Can someone respond to me. <3



That's like Shadowbringers, right?
Uhhh with EndWalker:
Balance Gauge was adjusted so it's harder to overcap on mana
Acceleration was changed to a 2-charge ability that makes the next Verthunder/Veraero instant cast and guarantee a proc
The sword combo burst got a third instant cast finisher
Magicked Barrier added, raidwide magic mitigation with healing potency buff
Manafication adjusted so it can be used between the melee finisher and verholy/flare
Engagement's potency adjusted to match Displacement so you don't have to backflip to maximize damage output
With 7.0
Manafication changed to give a buff that lets you use the sword combo for free instead of adding gauge
Embolden lets you use an oGCD
Manafication lets you use an oGCD after using up all its stacks
Acceleration also turns your next Jolt/Impact into a stronger instant cast spell, Grand Impact (doesn't trigger dualcast).
With 7.4, Manafication was changed again to remove the damage buffs (Embolden buffed to compensate for it) and instantly grants the oGCD, and made it extend the melee combo's range to 25y for 30s. This last one is what this thread is about.


Im expecting 8.0 to delete magical ranged DPS at this point.


They won't need to, because they likely view the roles differently from us. We're looking at it as Ranged and Caster, ie, one has full mobility and one has cast times to add an additional mechanic to work around. But if you instead look at it as 'Phys Ranged and Magical Ranged are different, because while both attack from range, one deals their damage primarily via physical damage type, and the other deals their damage primarily via magical damage type', things start to make a lot more sense. Back in HW, they gave Bard and Machinist cast times on some actions. Obviously, people weren't very enthusiastic about the change, for the most part. But it makes sense when you use the second view rather than the first: There's nothing about giving BRD cast times that goes against 'the Job is a Physical Ranged, because it primarily deals damage via Physical damage type'. Similarly, there's nothing about new SMN having 4 cast times per 60s (3 if you use Swiftcast on one) that goes against Magical Ranged, because it still deals its damage as Magic damage type
They should increase the 1% that each role provides to 2.5% (rescaling damage checks going forward to factor that in) and merge the bonus from PhysRanged/MagicRanged. So you can have parties of 2 Melee, 2 Ranged, with no 'hard requirement' for a PhysRanged vs MagicRanged. BRD/DNC comp, BLM/PCT comp, MCH/RDM comp, whatever, all of them would provide the same %bonus to the party, which would help alleviate role demand in the PF. Last tier, I kid you not, the PF I was in for M8S that got the clear, waited for EIGHT hours for a PhysRanged. When we finally got one, it was the PhysRanged we had the night before. We got the clear on that second night, but the issue remains: SE has removed a lot of the 'reason' to play a PhysRanged beyond 'I just like X PhysRanged more than any of the Casters', but they haven't done anything regarding the 'requirement' for one to be present for highend content. So either SE needs to address the Role's purpose, or just merge the Phys/Magic Ranged bonuses so you can run double Caster if needed/preferred. I'd expect the latter to be far less work for SE (and therefore preferable as a solution from their POV), but it does run the risk of making BLM a locked slot (moreso than it currently is) due to it being Melee damage output, as a Ranged Job (which could be addressed somewhat by SE waking up to the reality that the Ranged Tax is a very silly design)
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

It's kind of ironic.
Red Mage is and always has been my favorite Job in every Final Fantasy it has been available.
So much so, I pre-ordered Stormblood so I could have early access to it. An adept with both White and Black Magic and Melee - I love jack of all trade jobs. Bit of everything.
My Red Mage job has yet to ever break past into level 60 in all that time because, I felt and still do that it's just a glorified Black Mage with a melee combo tacked onto it.
I was more upset actually that it has so little "Whitemage" in it at all. The white spells are more or less a fill in gimmick for two spells that do the same things. same potency. same single or aoe. Just other than one fills the other gauge.
I was finally gonna get around to leveling it after all these years to have a support dps, but now I've learned they'll most likely be removing raise from RDM in 8.0. Which will make it even less half whitemage than before.
In my honest to gosh opinions if we were to get a serious overhaul.
I'd say it should be melee up front.
It's black magic should be it's ranged attacks.
And It's white magic should be heals.
No need to really balance either of them, that whole concept seems silly to me. I'd say melee positionals or combo that will grant you free instant casts of Black Magic for one variant and another for white magic.
I think that would be more Red Magey.



^ I mean it does have its fair share of White Magic... there is just a misconception that White Magic, particularly in this game, is all about support and healing, when it is supposed to rival Black Magic in offensive properties at times.
Stone, Aero and Holy are spells employed by white mages in this game's lore; Red Mage uses Verstone, Veraero and Verholy as well as having access to Vercure and Verraise, which absolutely help in a pinch. You technically have MORE white magic than black magic on Red Mage in this game.
Furthermore, while Red Mage in older games did have more powerful supportive capabilities than in FFXIV, you still wanted to get the most out of its offensive kit unless your team did not have spread-out access to healing or you had no dedicated Healer job on the team.
I think while Red Mage "could" have more interesting support options, it will probably hamper Red Mage too much as the philosophy of utility tax has yet to shift quite a bit.

It's more like the addition of Whitemage's offensive spells the way how they work with Redmage works now just feel like different colored versions of the same attack.
I'm all for there being White offensive magic just the same. But they should act differently. Veraero could at least act the way Aero 3 did, where it's a mass aoe dot.
I don't think an AoE spell with the same potency and no difference is really fun... At least with black mage with fire and ice it serves as a burn phase and a mana ramp phase.
I think though overall it be cooler to have that healing utility where maybe it's not as strong but being able to spam out its own healing with one of its saved up White Mage procs be really cool.
I think getting in there with a good swordwielding kit schwing schwang
backing up and having options of black magic or white magic that you built up by doing different melee combos be more satisfying.
But I guess it would muck things up... iunno I thought it be interesting.


The thing is there is too many jobs in FFXIV and the Game would be better off if they took away 1 Healer, 1 Tank and 2-3 DPS jobs
So I am like, lets discard Gunbreaker, Sage, Reaper, Viper, Pictomancer.
No new skill designs or anything to the current jobs left or new animations, in fact in most cases go back to the old animations.




Endwalker pvp RDM was interesting in a way, as picking between White or Black Shift would offer defensive/healing or purely offensive options. That's a bit how pvp PCT currently works, albeit in a simplified manner (Comet vs Holy).
But this makes zero sense in the current pve environment because only damage matters.
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