Just go in as fake melee if you're an RDM in savage.In a scenario where every other job can do their bursts and you would be the odd one out sitting in your corner hitting embolden and just dual casting, do you really feel that's fair or not? Granted there are not many scenarios like that right now, but i think the changes were meant for the upcoming savage tier and potentially new ultimate. There were some fights where it was tough but not impossible to get off a melee and quickly get out again. P12s p1 or p10s come to my mind. But if getting off the melee becomes an impossibility due to the fights mechanics, i'd rather be able to do my burst from range. It is still just speculation if there will be fights where it will be impossible but the new extreme is already kinda tough to get the melee off in some scenarios.



That would be the ideal way to handle it, but thanks to the DPS number philosophy shift since Endwalker of melees generally having to be the highest damaging role (sometimes by a large margin), it kind of leads to a soft-forcing of running two true Melee DPS and having Red Mage fight for a ranged position instead.
If damage values were more condensed between DPS roles similar to how it was in Shadowbringers and Stormblood, then running a melee RDM would be far more viable since you can safely play an additional two ranged jobs for the R1/R2 position without sacrificing a lot of damage potential for not running double melee.
But that would require a philosophy shift on part of the balancing team. Red Mage and Summoner utlities are overtaxed to hell anyhow.
That would indeed be interesting! I doubt this will happen and i doubt these changes get rolled back, but it would've been a good solution.In that case the implementation of a “positional” was the better system. Max potency from melee range but you can burst from afar for slight less damage. As it is now you have zero incentive to be in melee at all during burst. You just stand there and unload everything for 30 seconds


It's crazy how backwards the developers' priorities are when it comes to encounter vs job design.
They make a Savage fight where Red Mages can't get in range to do their melee combo during one of the 2 minute windows... and their response to that little dilemma isn't to simply adjust the raid mechanic like any sensible person would, but instead to remove the 2-minute melee combo from the job itself.
What are we doing here? Why are we removing core features of the jobs and taking away their identity across the entire game for the sake of uptime during a single raid mechanic in an individual fight? Fights should be designed around the jobs, not the other way around.
Bring back 6.0 Dragoon.


Taking this direction, I have a feeling they might just remove positionals from melees altogether, since there are some recent raids where positionals are ignored anyway.It's crazy how backwards the developers' priorities are when it comes to encounter vs job design.
They make a Savage fight where Red Mages can't get in range to do their melee combo during one of the 2 minute windows... and their response to that little dilemma isn't to simply adjust the raid mechanic like any sensible person would, but instead to remove the 2-minute melee combo from the job itself.
What are we doing here? Why are we removing core features of the jobs and taking away their identity across the entire game for the sake of uptime during a single raid mechanic in an individual fight? Fights should be designed around the jobs, not the other way around.
Well the way this game evolved over the past expansions has been that the focus lies on the fights. The difficulty comes from the encounter and not the job. So it is natural that they bend the job to the fight when that is the focus. It is probably that they design the fights and then hand it to the job balancing team and tell them to work with that.It's crazy how backwards the developers' priorities are when it comes to encounter vs job design.
They make a Savage fight where Red Mages can't get in range to do their melee combo during one of the 2 minute windows... and their response to that little dilemma isn't to simply adjust the raid mechanic like any sensible person would, but instead to remove the 2-minute melee combo from the job itself.
What are we doing here? Why are we removing core features of the jobs and taking away their identity across the entire game for the sake of uptime during a single raid mechanic in an individual fight? Fights should be designed around the jobs, not the other way around.


Yeah, and that's wrong. This flawed, backwards thinking of theirs taken to its conclusion will result in every job being exactly the same and boring to play. We need to return to having a balance between raid and job difficulty - and jobs go beyond any one encounter, so the encounters should be designed to accommodate the jobs rather than vice versa.Well the way this game evolved over the past expansions has been that the focus lies on the fights. The difficulty comes from the encounter and not the job. So it is natural that they bend the job to the fight when that is the focus. It is probably that they design the fights and then hand it to the job balancing team and tell them to work with that.
Bring back 6.0 Dragoon.
This thinking also makes fights feel same-y, since here, they all have to adhere to the same rhythm.Yeah, and that's wrong. This flawed, backwards thinking of theirs taken to its conclusion will result in every job being exactly the same and boring to play. We need to return to having a balance between raid and job difficulty - and jobs go beyond any one encounter, so the encounters should be designed to accommodate the jobs rather than vice versa.
Whereas a plethora of different interesting gameplay loops in classes not only helps even with boring encounters, it also increases replayability of any encounter.
Unfortunately, CS3 are dead set on keeping the encounter over everything design paradigm as their focus. And when player numbers dwindle, the producer accounts that to players having less time instead of players maybe being bored/frustrated. Granted, if you unsubscribe, you can't exactly give the real reason why you unsubscribed, so their data is skewed there.
So long, and thanks for all the fish.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
You are still going into melee range.
You are still doing no Damage because of your raise.
You are still the least flexible caster because of your melee combo.
All of red mages identity is still here.
I've been a RDM main for 5 and a half years and I only play normal/casual content. I'm not sure why everyone is crying about the range change. I still start my melee phase with Corps, so I still cast the melee skills in melee range. The 25y range is optional, you can just ignore it.
Also, the Prefulgence change is great, I appreciate it!
Professional lurker.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote



