Page 5 of 14 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 145

Hybrid View

  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,126
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    I'm gonna be perfectly honest... using Verraise as an excuse that raise casters can't be buffed into more competitive damage numbers is such a cop-out considering one of the highest damage jobs at the time was Summoner in Stormblood and probably also Shadowbringers, while retaining access to Resurrection.

    Raise as a caster action is genuinely overtaxed. No, Red Mage does not need to be Black Mage levels of damage, but it could most certainly be higher.
    I mean I somewhat agree, if RDM is too close to PCT/BLM to does frankly become a must pick inside of prog which i'd be cautious about

    I just want to see RDM get more utility based on their white magic side; As Red mage should be about balancing white magic, black magic and melee but right now it's literally just red partical attacks with roses and thorns with a small side of offensive white and black magic, it's sword is just a cosmetic at this point... it's main purpose being a job you take because of veraise rather then because its a strong job.

    My Ideal RDM mixes the elements of those three core fundamentals (white, black magic + sword play), with a strong utility that isn't just "I rez better then healers"
    (0)

  2. #2
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,204
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    NGL I was in the camp of those who thought they’re only doing it to one melee combo. But after testing it in game, it just cringes me to no end. Not even any effort is given to make your character not looking silly flailing their rapier from afar but for some reason still slashing & stabbing their targets.

    Now the double/triple melee combo during 2 minutes reopener can be done without the range restriction, leaving you just one melee combo outside 2m reopener to play around. No drawbacks at all. For those who might think ‘it’s just one little thing’—idk, ever heard of the proverbial ‘death by thousand cuts’? I’m not even a RDM main. I’m just a casual enjoyer of RDM but I absolutely despise how low they’ve fallen since the first time I picked it up in ShB.

    What’s next in line? Deleting or increasing the range of Engagement, Displacement, CaC then add 2nd or 3rd charge to Fleche/Contre? Lol..
    (7)

  3. #3
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,191
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    As an RDM main...I've found the change so far to be a big bag of nothing special. If anything, it's convenient on Hunts for those marks that prevent you from getting close at times. I can't help but see some of these comments as absurdly over-dramatic or just looking for something to complain about. And in all seriousness, if you don't like being able to use the melee combo from range once in a while, then...don't? There's nothing stopping you, me, or anyone from still doing the dance, zipping into melee range to unload the combo, and then jumping back out. They didn't prevent you from using the combo in melee range, just made it so that you can use it from a distance.
    (1)

  4. #4
    Player
    riani's Avatar
    Join Date
    May 2024
    Posts
    42
    Character
    Eshanah Dorh
    World
    Twintania
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Being a melee-caster hybrid is its' identity, the former of it being what greatly sets it apart from the other casters - and what has been essentially lobotomized for about 60% of it's swordplay MELEE combo usage becoming ranged to "alleviate friction in fight design with the job performance".

    Frankly, I wish at this point we'd just start treating Red Mage like a melee instead rather than dumbing down the best gameplay feature of the job. Having ranged dps lag behind in damage numbers and making double melee quasi-mandatory is what actually causes this friction. We used to make strats to accomodate for Black Mages moving less or Red Mages having melee moments, which felt more organic than putting all dps jobs into a 2-role filter for mechanics.
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Raise as a caster action is genuinely overtaxed. No, Red Mage does not need to be Black Mage levels of damage, but it could most certainly be higher.
    Quote Originally Posted by Reinhardt_Azureheim View Post
    These "obnoxious pain points" as you call them is quite literally what sets certain jobs apart from their peers. If everytime we just removed "pain points" rather than actually add reward for dealing with said breakpoints, then we could literally just boil jobs down to five sub categories, put them in role labled grey boxes and call it a day, not like it makes any difference what we pick from what's inside them.

    ... But instead, we have to go through "removing pain points" because they make fight design clash with job design and its 2min cooldown philosophy.
    I agree 100% with you. My pain point as a RDM lies there, in your answers.
    (1)

  5. #5
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,107
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Striker44 View Post
    As an RDM main...I've found the change so far to be a big bag of nothing special. If anything, it's convenient on Hunts for those marks that prevent you from getting close at times. I can't help but see some of these comments as absurdly over-dramatic or just looking for something to complain about. And in all seriousness, if you don't like being able to use the melee combo from range once in a while, then...don't? There's nothing stopping you, me, or anyone from still doing the dance, zipping into melee range to unload the combo, and then jumping back out. They didn't prevent you from using the combo in melee range, just made it so that you can use it from a distance.
    If I made it so all melee skills could hit from a 20 yalm radius would it not affect melee job fantasy simply because you could still stand in melee range and do melee attacks?
    (9)
    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

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,579
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Would be cool if SE let RDM's Melee phase remain as it was, and buffed the damage of the Job such that the Melee constraint had a proper payoff (eg, if BLM is '100%' and SMN/PCT are around 93-94%, RDM damage would be around 97-98%). Incentivizing players to take it in a Melee slot rather than a Caster slot (though it'd be able to function in the Caster slot via using a slightly tweaked Enchanted Reprise in place of the Melee Combo).

    For example:
    Enchanted Reprise

    Deals unaspected damage with a potency of 420.
    Balance Gauge Cost: 5 Black Mana
    Balance Gauge Cost: 5 White Mana

    Additional Effect: Consumes a stack of Swordplay if available.
    Consuming a stack of Swordplay reduces the recast timer to 1.5s,
    negates the Black and White Mana costs, and grants a Mana Stack.


    You'd still want to Melee combo if possible, as it'd be more damage overall compared to 3x Reprise, but this would give a way to do the 'burst' from range.

    Then, increase the damage of the Melee combo, to increase RDM's damage when it's able to be in the Melee position in raid strategies.


    And if people want to run 2 Melees, a RDM in the Caster slot and also have the RDM use the Melee combo for more damage (akin to having 3 Melees in the fight), that would still work fine because we can already do 2 Melee + BLM. And we don't need to worry about 2 Melee, BLM, RDM, because that means no Phys Ranged and losing the 1% bonus should (if SE has any maths skill about them) make the comp 'not worth it'

    Quote Originally Posted by Supersnow845 View Post
    If I made it so all melee skills could hit from a 20 yalm radius would it not affect melee job fantasy simply because you could still stand in melee range and do melee attacks?
    Endwalker moment
    (3)
    Last edited by ForsakenRoe; 12-21-2025 at 02:41 AM.

  7. #7
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,352
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Would be cool if SE let RDM's Melee phase remain as it was, and buffed the damage of the Job such that the Melee constraint had a proper payoff (eg, if BLM is '100%' and SMN/PCT are around 93-94%, RDM damage would be around 97-98%). Incentivizing players to take it in a Melee slot rather than a Caster slot (though it'd be able to function in the Caster slot via using a slightly tweaked Enchanted Reprise in place of the Melee Combo).

    For example:
    Enchanted Reprise

    Deals unaspected damage with a potency of 420.
    Balance Gauge Cost: 5 Black Mana
    Balance Gauge Cost: 5 White Mana

    Additional Effect: Consumes a stack of Swordplay if available.
    Consuming a stack of Swordplay reduces the recast timer to 1.5s,
    negates the Black and White Mana costs, and grants a Mana Stack.


    You'd still want to Melee combo if possible, as it'd be more damage overall compared to 3x Reprise, but this would give a way to do the 'burst' from range.

    Then, increase the damage of the Melee combo, to increase RDM's damage when it's able to be in the Melee position in raid strategies.
    Just needed to jump in and give this post some major kudos.

    We already did have a "ranged melee attack" that could/should have been buffed to work within Manafication and essentially replace the melee combo when you couldn't get into melee range to perform it. As said in the quoted post, keep it below melee combo potency so that you're still heavily encouraged to do your proper melee combo when you can but you'd at least have a solid enough option to fall back on when you couldn't. Job done.

    I do agree with the opinion that some people have that the job as it stands today is not all that different from how it was before the patch, and that, yes, you can "just do it in melee range if you really want." The real problem is what this change will mean for the future of the job. Right now we're actually in an awkward place with the melee combo sometimes being able to be done at range and some times not, and where you can now perform some/most of your burst at range but not all of it (assuming you do use corps and engage for potency)... and we all know that SE doesn't like awkwardness and doesn't seem to embrace any sort of player side decision making or job friction. So while the job may still be "fine" right now, I have a really hard time believing it will stay "fine." I can very easily see the RDM 8.0 changes being "do all of your stuff at any range just like any other ranged class" based almost entirely on this one change and their history of how they make changes, and I just don't see that as a good thing.
    (2)

  8. #8
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,191
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    If I made it so all melee skills could hit from a 20 yalm radius would it not affect melee job fantasy simply because you could still stand in melee range and do melee attacks?
    Reductio ad absurdum is used when you know that you have no valid argument to make or can't refute the point you don't like. We're talking one melee combo that can only be used at range once every few minutes, not every melee skill ever.

    Though, ironically, the answer to your question is still "correct, it would not affect my individual job fantasy" as long as the game didn't either prevent said skills from being used in melee range or make it practically impossible to do so.

    For example, there are already people who don't like what they flying has "done" to the game...so they just don't fly. And they're welcome to do that. It only becomes an issue when certain parts of the land become designed to require flying that the concept fails.
    (0)

  9. #9
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,579
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Striker44 View Post
    Reductio ad absurdum is used when you know that you have no valid argument to make or can't refute the point you don't like. We're talking one melee combo that can only be used at range once every few minutes, not every melee skill ever.
    The point they're making absolutely is a valid argument. We saw how clownshoes it was that we could hit bosses from miles away in EW due to their hitboxes being so much larger than their models implied. Worst offender was P7S, where you had to actively TRY to be out of range as a Melee, because 85% of the arena was 'the boss's targetting circle'. It also has knockon effects on other aspects of game design, such as making certain Actions irrelevant, or disrupting game balance. Melee would not be able to justify their extra potency over PhysRanged or Casters if they had 20y range on attacks. Winged Glide, Thunderclap, Slither, the gapclosers on the Melee, would lose relevance because you don't care about getting back to the boss fast due to the extra range on the attacks. Piercing Talon, Throwing Dagger, etc, all become exceptionally pointless because instead of using these filler actions while disengaged, you'd continue your regular rotation. Some attacks on Melee are circles around the player, such as MNK's Elixir Burst and Rising Phoenix Blitzes, and would need to be reworked to accomodate such a range increase. The challenge of Deep Dungeons as a Melee, where your pull options can be limited (the longest range option to pull a mob as a MNK is sometimes Feint!), would be completely changed.

    As for 'one melee combo that can only be used at range once every few minutes'. First of all, 'every few minutes' is doing heavy lifting, it's once per 2min. Secondly, it's the opposite from what you say, isn't it? Manafication is what enables the range, not the Swordplay stacks, so you can, as far as I understand it, do 3 back-to-back Melee combos from long range, leaving just one Melee combo per 2min loop where you're forced into Melee range, before needing to hold off on using them to pool up resources for the next 2min window

    So the 'Melee-Caster hybrid, Jack of all Trades' identity of RDM is now reduced to '3 GCDs in Melee range, and the rest you can stand anywhere'.

    Quote Originally Posted by Striker44 View Post
    Though, ironically, the answer to your question is still "correct, it would not affect my individual job fantasy" as long as the game didn't either prevent said skills from being used in melee range or make it practically impossible to do so.
    Positionals would make it more annoying (but not impossible) to play the Job optimally at such a range

    Thinking about it, one Melee skill COULD be made 20y and it'd be an actual improvement to the game: Holmgang. If you have a target, but aren't within 6y (its current range), the game prioritizes 'you're out of range' over 'oh you want to use your invuln, presumably to survive something fatal'. People get around this sometimes by making a macro that says '/ac "Holmgang" <me>' to force the game to try to selftarget the action. I don't think there's any sane player who would try to argue that 'dying because Holmgang thought you wanted to Bind the enemy, not stay alive', is an important piece of the game, especially after Living Dead got a 'QOL adjustment' (aka it isn't reliant on the Healer anymore), and Superbolide got a 'QOL adjustment' (aka an early Benediction is only half wasted instead of fully wasted now)
    (5)
    Last edited by ForsakenRoe; 12-21-2025 at 06:17 AM.

  10. #10
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,107
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Striker44 View Post
    Reductio ad absurdum is used when you know that you have no valid argument to make or can't refute the point you don't like. We're talking one melee combo that can only be used at range once every few minutes, not every melee skill ever.

    Though, ironically, the answer to your question is still "correct, it would not affect my individual job fantasy" as long as the game didn't either prevent said skills from being used in melee range or make it practically impossible to do so.

    For example, there are already people who don't like what they flying has "done" to the game...so they just don't fly. And they're welcome to do that. It only becomes an issue when certain parts of the land become designed to require flying that the concept fails.
    Of your 4 melee combos per 2 minutes it’s now 3 that are at range, only one is still in melee range.

    And if melee having no melee range restriction wouldn’t affect job identity for you then I don’t even know what you consider job identity

    Quote Originally Posted by Milkbeard View Post
    Sorry, I should have clarified: it isn't just the GCDs, it's the moves. However, if you want to go down the route of the "triple sword" combo, I’d argue you should still be in melee range to fit Corps-a-corps and Displacement into your pot window. But at that point, aren't we just arguing that Red Mage didn't actually change for high-level players?

    The reason I asked for a specific fight is that, frankly, there aren't any designed for triple melee in any expansion. I’m genuinely open to an example if you find one, but we shouldn't twist things by saying, "Well, Red Mage used to be a welcome fifth to the melee crowd." When the melee players have to pick a cardinal position, it’s theirs, not a Red Mage’s, because RDM is ranged. Lets' not twist things in this identity post to try and spin it like we've lost something until evidence is provided. It wasn't gutted and people should refrain from dog piling on a job when they have been too busy maining the forums to try it out.

    I see what you’re saying in your shift mainly toward talking about identity. Not gonna lie, identity is subjective and hard to discuss functionally, but I appreciate that you aren't equating a range change on the sword combo to the new-gen take of "now it plays like BLM." If you believe Red Mage should "hold its own in melee combat," you’re asking for something entirely new that has never existed in this game. I disagree with this forum 7.4 changes the range of 3 "weaponskills" during burst. Not the identity.
    Nobody is asking it to “hold its own in melee” people are saying that square needs to stop designing mechanics then sacrificing identity to make the mechanics fit, this whole change was precipitated on the assumption of the genetic post ShB “a mechanic will be solved with 4 in 4 out”, instead of sacrificing RDM’s identity, just don’t make mechanics require that
    (5)
    Last edited by Supersnow845; 12-21-2025 at 09:03 AM.
    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

Page 5 of 14 FirstFirst ... 3 4 5 6 7 ... LastLast

Tags for this Thread