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  1. #1
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    479
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Voidmage View Post
    The whole "running to tomestones as soon as someone has an opinion on job design" is why people loose their respect for raiders and I personally include myself in the later even if only in a more casual way nowadays aka not doing raids on content.
    That's the thing that always gets me. I know full well I'm not good enough for hardcore content and wouldn't ever pretend otherwise, but even if I was, I wouldn't want to play with hardcore players because the majority of them act so insufferable, and most of them hate any casuals trying to enter "their" content anyway.

    Who would WANT to "git gud" if it means having to deal with people who act like that?
    (4)

  2. #2
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100

    unfortunate

    Quote Originally Posted by Solilunaris View Post
    You are probably the biggest white knight I have seen for these changes.
    *rolls eyes*


    Quote Originally Posted by RaionKansen View Post
    You really shouldn't call people white knights just because they know what they're talking about. Again, you haven't even engaged with the high end content this expansion.
    Thank you for understanding. It’s best to just use the ignore function; calling out posters on their incoherence or lies is simply adding gasoline to the fire. They offer nothing useful, seeking only to name-call, rage-bait, and attack the Devs. It’s sad that the most frequent posters are often the same people who are at war with learning. Its' always the same personality, just copied on to another face.

    If you try to discuss a specific mechanic, specific encounter, or specific content, their behavior is predictable: they name-call, deflect to PvP, or hallucinate lists of things red mage has lost. It’s a cookie-cutter excuse to apply terms like "class homogeneity" to Red Mage, when it has never applied to Red Mage. I mean at this point I've read them and know what they're about. They claim to play RDM "stationary" now, probably dropping DPS because they never learned to play it, then retreat to echo chambers for social reinforcement.

    I don’t give extra credence to experienced players opinions just for the sake of it—I am one, and we all still make mistakes. However, if posters won't accept basic job knowledge during a discussion, they aren't worth anyone's time.

    I check in every few months to show that people who actually play the game do not agree with this incoherence. If you want the range restored, great. If you want to discuss the kit, I’m game. But if you call the kit useless, I’ll gladly educate you. A range change doesn't mean the RDM kit or its unique playstyle is suddenly worth crapping on.

    In regards to identity
    Mobility: Objectively unique and satisfying. Acceleration is boss and the mobility sword combo is fun

    Burst: Controlled and in the hands of the player, not on rails.

    resource accumulating and spending: Zero jobs are like it; Reaper is the closest in resource spending, but still miles away.

    RDM perfectly fulfills the lore of weaving White and Black mana into Red Magic. We have the best balance of swordplay and magic in the game. The job doesn’t need a gutting or a rework—just minor animation and range tweaks. RDM remains the gold standard for design.
    (1)
    Last edited by Milkbeard; 12-23-2025 at 06:35 AM. Reason: forgot a space

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by StriderShinryu View Post
    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.
    Thanks for the kudos, 'finding solutions to SE-made problems' is a side hobby of sorts, though I mostly think about Healers

    The bolded part is worth a second look, because thinking about it, this change actually presents a new problem: Casual players might run into the problem of 'they can sometimes use the Melee combo from range, and sometimes not, and identify that as 'feeling unintuitive to play around''. Rather than how it used to be, where it made sense that 'Melee attack is Melee range', we now have 'Melee attack is Melee range, but Ranged range when under the effect of a certain CD', and the feedback SE might get is that the varying range is just unintuitive to play around, resulting in them making the 'forced to be Melee range' combo, Ranged range too for consistency

    Imagine you start a Melee combo at 28s of Manafication (so 2s are left), you'd have 2 hits (28s, 29.5s) that are Ranged range, and then you're suddenly forced to be Melee distance again for the last hit (as it'd be at 31s, beyond the duration of Manafication). If you don't happen to have Corps ready (eg, you just used both charges back to back in your burst window), you're gonna have to waddle up to the boss to get that last hit, and you can't even Accel/Swift a filler GCD on the way as it'd break the combo. The mental image is funny, but it's a problem that didn't need to exist (eg by doing the Reprise change I previously mentioned)

    Ideally, it's just slippery slope fallacy speaking, but with SE, it's unfortunately a non-zero chance that they might actually do that

    Quote Originally Posted by Milkbeard View Post
    I check in every few months to show that people who actually play the game do not agree with this incoherence. If you want the range restored, great. If you want to discuss the kit, I’m game. But if you call the kit useless, I’ll gladly educate you. A range change doesn't mean the RDM kit or its unique playstyle is suddenly worth crapping on.

    In regards to identity
    Mobility: Objectively unique and satisfying. Acceleration is boss and the mobility sword combo is fun

    Burst: Controlled and in the hands of the player, not on rails.

    resource accumulating and spending: Zero jobs are like it; Reaper is the closest in resource spending, but still miles away.

    RDM perfectly fulfills the lore of weaving White and Black mana into Red Magic. We have the best balance of swordplay and magic in the game. The job doesn’t need a gutting or a rework—just minor animation and range tweaks. RDM remains the gold standard for design.
    Good thing I'm complaining specifically about the extended range on the Melee combo feeling like an unnecessary change, that impacts (ha) the Job Identity, and not complaining about the kit. I like Verraise and Magick Barrier as actions, I think they're cool additional utilities. I disagree that they're big enough in their impact to warrant the lower-DPS that the nonBLM Casters all 'enjoy', I think that the 'tax', if there is one at all, should be more like 2% rather than the 6ish% we saw last raid tier. Thinking back to Week 1 M8S and how the group I ran with had a stacked PCT who was gear-fed by a static that later imploded, I have no idea how we'd have cleared with a SMN/RDM, for example, the DPS check seemed designed around the assumption that everyone would just look at the 7.2 BLM changes and say 'oh BLM easier to handle now guess I'll play it because it's more damage than PCT again'

    In regards to Identity:

    Mobility: Unique is one way to put it, but it is objectively the least mobile of the four Casters now, even with Dualcast procs. Acceleration is cool, and I have no idea what you mean by 'mobility sword combo' except 'the combo that isn't in raidbuffs and can be kinda moved around in the non-burst section of the rotation'

    Burst: In the hands of the player, as in, the player has to press the Embolden button, sure. Embolden, however, should be pressed as soon as it is up, aligned with everyone else's 2min button, unless the whole party has agreed on some other plan, whether holding every buff for X GCDs to better align with mechanics (without losing a use), or staggering the raidbuffs on purpose for the sake of meeting DPS checks in multiple phases (eg desynching Embolden from others in TOP P3/P4 to meet both checks, knowing that the downtimes in P5 will realign things). It is very much 'on rails' (source, The Balance), which, once again, speaks to the point of 'the 2min meta looms its shadow over everything', and that includes RDM

    Resources: Agreed, zero jobs are like RDM. That's one thing it has going for it, that it has the thus-far unique gameplay of filling two different gauges concurrently, while trying to keep them relatively equal

    I don't know who you're addressing with 'the job doesn't need a gutting/rework', but I hope it is not me, because I'm not asking for it to get a gutting or a rework. If anything, JP asking for the Melee combo to be executable from range, turning it from the Ranged-Melee hybrid it had been for 6 years, to be more Ranged and less Melee, qualifies as a rework in my eyes. A minor one, admittedly, but I'd place it in the same camp as 5.1 NIN changing Ninjutsu from OGCD to GCD, and that was referred to as a 'rework' by SE themselves. I'm also not sure I'd call RDM the 'gold standard' for design, but considering how little RDM's core gameplay loop had changed since its inception 6 years ago, the assertion that 'it has stood the test of time' is one that everyone can agree with, I'd think
    (3)
    Last edited by ForsakenRoe; 12-25-2025 at 01:06 PM.

  4. #4
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,318
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Solilunaris View Post
    Hells PVP has better job identity in ALL jobs than PvE. It shows that it’s possibile to have more, they just pander to people that want every minor difficulty leveled down. It’s boring and lazy game design.
    A melee-caster jack of all trades that has 4 melee combos executable from range is a joke. Full stop.
    Do we mean 6.1 pvp RDM or 7.1? Admittedly I hadn't touched PvP much at all in 7.x but I can't say I'm a fan of being turned into a Rose mage, whether it plays better or not.
    (0)

  5. #5
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,337
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    As a (ex)Bard, its nice to see we’re not the only job in the game whose players will completely cannibalise its own design in some sad, misguided attempt to improve its dps output (let’s be real who actually cares about dps output if they’re all going to be practically 2D in design complexity / effort). Wonder how long it’ll be before they remove Dualcast because ‘it causes undue stress that there’s a minor variation in how this caster uses spells compared to the other two’. I mean Black Mage already has barely any cast times, right? Just make them all Summoner, that’ll be real fun.

    So. now we have ‘Archer firing laser beams from the sky with their hands’ and ‘magic swordsman slicing enemies with a slashing weapon from 10 miles away’ (but it’s ok because it’s only 3 combos per 120s or whatever). What’s next, Monks punching the enemy at max range?

    Makes you question why in the world they’d even use a sword if they’re going to attack from so far away, but eh, not like devs give a shit about lore and logic anymore lol.
    (3)
    Last edited by Connor; 12-22-2025 at 11:36 PM.

  6. #6
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    479
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Connor View Post
    As a (ex)Bard, its nice to see we’re not the only job in the game whose players will completely cannibalise its own design in some sad, misguided attempt to improve its dps output (let’s be real who actually cares about dps output if they’re all going to be practically 2D in design complexity / effort). Wonder how long it’ll be before they remove Dualcast because ‘it causes undue stress that there’s a minor variation in how this caster uses spells compared to the other two’.
    The more likely possibility is that they just change the cast times so it doesn't matter if you Jolt > Verthunder/Veraero or Verthunder/Veraero > Jolt (same with the AOE versions). Or maybe they make it so White/Black balance doesn't matter anymore, you can fill up Black first, and White fills up the same instead of being reduced. (You still need both filled enough to use magic sword attacks though.)
    (0)

  7. #7
    Player
    RaionKansen's Avatar
    Join Date
    Aug 2022
    Location
    Ul'dah
    Posts
    86
    Character
    Raion Kansen
    World
    Behemoth
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Solilunaris View Post
    I’m honestly baffled with the RDM changes in 7.4. Now the class that was a cool melee-caster hybrid and felt right and lore accurate is just another braindead stationary class, a fix for a fight that is not even relevant anymore.
    Quote Originally Posted by Alice_Rivers View Post
    I have to agree, I was RDM for the fight in question and I hated all of it but the job shouldn't give because the fight design was atrocious. Instead the devs should playtest with all the jobs and ask "does this work?", that should have lead them to move that part of the fight to a one minute window instead of a two minute.
    Both of you are bold-faced liars. You don't do any high end content. They didn't even specify any content in the patch notes.
    (3)

  8. #8
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    605
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RaionKansen View Post
    Both of you are bold-faced liars. You don't do any high end content. They didn't even specify any content in the patch notes.
    You did a terrible job of looking me up then.
    (9)

  9. #9
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    31
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by RaionKansen View Post
    You really shouldn't call people white knights just because they know what they're talking about. Again, you haven't even engaged with the high end content this expansion.
    And? Do I need to be a high end raider to understand that this change is uneccessary and removes from the job identity? Alas I have a job and I don’t have time and the will to high end raid.
    I never stated i was a high end raider, so no need to call me out.
    But I can say I played red mage since launch and it’s probably what keeps me in xiv . I did clear an ultimate with it. The moments I could not melee burst I liked to find ways around it, I like to time my windows and find ways to solve problems. If I have to think about this change it would solve a lot of problems but would require less thinking, just my fingers doing rotations non stop.

    If you like optimization it’s ok, if you like these changes for high end content that’s ok: you do you

    It’s still a fact that it’s less fun and characteristic and less of a challenge to play. It’s a dumbed down version of rdm and it’s a hit to job identity. That’s the whole thread argument. Don’t care about optimization if it’s not fun to play.
    Don’t need to be a world first to see it.
    (8)

  10. #10
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    31
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    *rolls eyes*




    Thank you for understanding. It’s best to just use the ignore function; calling out posters on their incoherence or lies is simply adding gasoline to the fire. They offer nothing useful, seeking only to name-call, rage-bait, and attack the Devs. It’s sad that the most frequent posters are often the same people who are at war with learning. Its' always the same personality, just copied on to another face.

    If you try to discuss a specific mechanic, specific encounter, or specific content, their behavior is predictable: they name-call, deflect to PvP, or hallucinate lists of things red mage has lost. It’s a cookie-cutter excuse to apply terms like "class homogeneity" to Red Mage, when it has never applied to Red Mage. I mean at this point I've read them and know what they're about. They claim to play RDM "stationary" now, probably dropping DPS because they never learned to play it, then retreat to echo chambers for social reinforcement.

    I don’t give extra credence to experienced players opinions just for the sake of it—I am one, and we all still make mistakes. However, if posters won't accept basic job knowledge during a discussion, they aren't worth anyone's time.

    I check in every few months to show that people who actually play the game do not agree with this incoherence. If you want the range restored, great. If you want to discuss the kit, I’m game. But if you call the kit useless, I’ll gladly educate you. A range change doesn't mean the RDM kit or its unique playstyle is suddenly worth crapping on.

    In regards to identity
    Mobility: Objectively unique and satisfying. Acceleration is boss and the mobility sword combo is fun

    Burst: Controlled and in the hands of the player, not on rails.

    resource accumulating and spending: Zero jobs are like it; Reaper is the closest in resource spending, but still miles away.

    RDM perfectly fulfills the lore of weaving White and Black mana into Red Magic. We have the best balance of swordplay and magic in the game. The job doesn’t need a gutting or a rework—just minor animation and range tweaks. RDM remains the gold standard for design.
    I agree with what you say in some ways but you are now missing the point of this thread: we are not saying that rdm is unplayable, just less fun and a bit watered down, and that’s concerning looking at 8.0. That’s it. It’s a thread about job identity and fun and how they could’ve fixed the problem in way better ways than this half assed update.

    Tldr; this update is useful? Probably. Was it necessary? No. Was it well executed? No

    Godspeed to you and your amazing class knowledge. I just feel dumb as hell knowing I’m waving a sword at nothing for the sake of numbers.
    (8)

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