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  1. #1
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    31
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    ForsakenRoe just explained the issue perfectly digging up the old RDM presentation: even a small change like this is a big issue. RDM is not the class we loved to play and we were promised. We can still play pretend and stay in melee range but how long will it last till fight mechs and other players force you to be optimal and be at range? RDM SHOULD BE A DUELIST MAGE NOT SOME FOOL SWINGING THE SWORD AT NOTHING

    Hells just buff Reprise, it’s useless as Sleep right now and it’s “the sword-ranged spell for when you are capped and out of range”. We had the tools just buff the damage or change some effect with manafic!
    Even better just change the new update and give us more potency if we burst in melee range and normal potency if we burst from afar. It would have made the job MORE FUN!

    Shame the devs won’t even hear us but if there’s a small chance to rollback this change or get a better one I will take it.
    (5)

  2. #2
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Again, it's not 3 GCDs. It's 'every Enchanted GCD in the 30s duration of Manafication'. Up to 3 'Melee' combos, if you pooled resources. Unless, by '3 GCDs' you mean 'these 3 buttons on the hotbar, which happen to be GCD actions'



    If the request is 'what older fights had space designed in, such that a RDM and 2 Melees AND both Tanks can all be in melee range of the Boss during the burst window', A: A lot of older fights did not rely so much on 'the party has 4 in and 4 out' so much as things like Protean positions where everybody is equidistant from the boss, or the angle of each player around the boss is more important than the distance from the boss, etc. and B: The timing of players' bursts were staggered in older days, so not everybody was bursting at the same time.

    I guess this slide needs to be updated to say 'Ranged attacks with magic (and sometimes Rapier)', and 'Melee attacks with Rapier (but can sometimes strike with Rapier from 25y away)'. 'A Hybrid Ranged/Melee style, achieved using high-speed positioning' only holds true if you actually need to Melee, and with this change, you Melee less. It is, objectively, less 'hybrid' than it was before. I fully expect that there will be calls to make the remaining 'actually Melee' Melee combo also be executable from range come 8.0

    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.
    (0)

  3. #3
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    81
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    I've always considered dualcast as the defining feature for rdm because it is a feature that rdm has in all other ff titles. For the 60sec melee you still got to be in melee range, although maybe they just go all the way with 8.0 and make all melees ranged and adjust the animation.
    Also a funny thing is if yoshi talks about blm identity, he never mentions anything like timer management. He always just describes blm as destruction incarnate, so basically just a selfish high damage caster using destructive fire spells. I think their idea of identity is just completely different to what we think here.
    Btw in jp the rdm changes are mostly welcome as far as i could see. One or two disappointed but understanding comments.
    (1)

  4. #4
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,445
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Milkbeard View Post
    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.
    Looking at some SB-era VODs of various fights (UCOB, UWU, O3S, O4S P2, O8S P1), nobody seemed to be struggling to find space to get their Melee combos in. There were some times when Manafication was desynched from Embolden, yes, but Manafication itself didn't give a damage buff of any kind at the time (instead resetting Corps and Displacement CDs). It also doubled current BW Mana rather than giving a free use of the combo, so sometimes desync was a tactical decision

    Here's a question. In a hypothetical encounter, with a hypothetical mechanic, the RDM is not able to be within Melee range for 10s after pressing Manafication/Embolden. Say, at 2:05 they press them, and 2:15 is the earliest they can go into Melee distance to do their Melee combo safely (let's say it's something akin to Dancing Green's Funky Floor, it's literally 'do it right or you die' sort of mechanic). SE's solution to this, is 'make it so that the Melee combo can be executed from longer range, so that even when standing far from the boss for the mechanic, the player can do their burst correctly. Why not make it so that, Manafication stacks (the ones that granted increased damage for 6 hits) were only consumed by Melee hits, VerHoly/Flare, Scorch, Resolution? This would allow the player to insert filler GCDs, without burning the damage bonus of Manafication on 'weaker hits'. Why not allow Reprise to function as the 'I want to do my burst but can't get close enough' action, bringing some use back to a pretty forgettable action?

    The answer for the 'filler GCDs don't consume Manafication' idea, presumably, is something to the effect of 'then you don't get 2x Scorch/Reso into the Embolden window'. But I think this speaks moreso to the actual issue: Raidbuffs, and the 2min meta, are the restrictive thing re: RDM's Melee combo, not necessarily the short range of the 123. You're forced to Melee combo at the timing SE decides, and if you don't, the damage penalty is higher than ever.

    The answer for 'Reprise is the (slightly lower damage) at-long-range way to trigger Ver/Scorch/Resolution' idea, is... It'd be slightly lower damage? If that causes an enrage, that's SE's fault for insisting on making DPS checks so not-lenient. Except M4S, that one was a bit of an anomaly

    Quote Originally Posted by Supersnow845 View Post
    I’m replying to the fact that you were asking forsaken if they “believe RDM should hold its own in melee” which is a stance neither forsaken or anyone else has taken, people are saying “stop shaving job mechanics down because your combat design team is so uncreative it forces these problems”

    1 melee combo or 3 you only get 4 per 2 minutes, absolute best case scenario you have become 25% less melee, worst 75% likely to fall somewhere on the middle at 50%, that’s a massive reduction In the hybrid design of the job to deal with a problem created by the combat design
    I think they read my line of 'in previous titles, RDM could hold its own with Melee combat, and the FFXIV RDM having a Melee combo is a nod to that versatility' and conflated the two points into 'FFXIV RDM is good at Melee combat' which is not what I was trying to say

    Thinking about it, the reduction in how often RDM needs to 'Melee', is akin to another reduction in Identity-based actions on a different Job this expansion: Dancer. Previously, you'd use 4 Standard Steps (2 'steps' each), and 1 Technical Step (4 'steps'), per 2min, for a total of 12 'dance moves' per loop. Now, with DT's addition of Finishing Move, you use 2 Standard Steps (2 'steps' each), 2 Finishing Moves (0 'steps'), and 1 Technical Step (4 'steps'), for a total of 8 'dance moves' per loop. The amount of 'dancing' that the Dancer now does, has been reduced by 33% with DT's added actions

    Quote Originally Posted by Supersnow845 View Post
    At this point I’m convinced JP just wants to log on, see a giant “you won” banner then log off again
    Can they do that with PVP so I don't have to do daily Frontlines to get to Rank 25
    (4)
    Last edited by ForsakenRoe; 12-21-2025 at 11:15 AM.

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,948
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Can they do that with PVP so I don't have to do daily Frontlines to get to Rank 25
    Pvp is unironically the containment/retirement zone for bittervets and people that like meaningful class mechanics.
    (4)
    Secretly had a crush on Mao

  6. #6
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    Pvp is unironically the containment/retirement zone for bittervets and people that like meaningful class mechanics.
    "DRK can't have HP spending in PvE; its a tank; it'll never work"

    PVP where DRK has to tank several thousands more damage than in PVE, use HP and have lifesteal/heals and it working: yeah, right.

    Who knows, maybe in 8.X they magically surprise us and actually let the PvP job design team work on PvE Job design.
    (5)

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,445
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    "DRK can't have HP spending in PvE; its a tank; it'll never work"

    PVP where DRK has to tank several thousands more damage than in PVE, use HP and have lifesteal/heals and it working: yeah, right.

    Who knows, maybe in 8.X they magically surprise us and actually let the PvP job design team work on PvE Job design.
    They had DRK actions costing MP instead of HP in PVE, because they knew players would be silly and spend all their HP for more damage, get themselves killed to a raidwide by not having enough HP left, and then blame the Healer. Can you imagine a parsebrained DRK demanding the Healer pocket-heal them so they can get HP back to spam more Edges?
    (0)

  8. #8
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,948
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Who knows, maybe in 8.X they magically surprise us and actually let the PvP job design team work on PvE Job design.
    PvP design team vs Encounter design team, fight.

    Unstoppable force vs Unmovable Object.
    (0)
    Secretly had a crush on Mao

  9. #9
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,923
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    At this point I’m convinced JP just wants to log on, see a giant “you won” banner then log off again
    (7)
    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

  10. #10
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    347
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Supersnow845 View Post
    At this point I’m convinced JP just wants to log on, see a giant “you won” banner then log off again
    Now I'm curious if the mobile version has auto-pathing and auto-battling like every other mobile MMO on the market.

    While one might assume a mobile version more catered to Japanese preferences would mean the PC version can do its own thing, Yoshi-P has already admitted they're not against adding elements from the mobile version into the PC version if they prove "popular" enough. (And I don't think he was just talking about cash shop cosmetics.)
    +++

    Quote Originally Posted by ForsakenRoe View Post
    Can they do that with PVP so I don't have to do daily Frontlines to get to Rank 25
    The more likely possibility is that they just add an NPC/bot option for most or all of the PVP modes with reduced rewards/achievements disabled/no ranked.

    I don't know how many other MMOs do that, but there's plenty of MOBAs and class shooters that let you go up against bots of varying difficulty levels with the only other humans being your teammates (and even then some of them will give you bot allies to fill remaining spots/roles). Even a bot mode Frontlines wouldn't be hard to fill if you only need 24 people to show up to make it pop, doubly so if the option proves more desireable for those "just here for the XP and tomes" while those actually wanting to PVP pile into Frontlines proper.
    (0)

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