Page 1 of 14 1 2 3 11 ... LastLast
Results 1 to 10 of 145

Hybrid View

  1. #1
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    31
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100

    RDM 7.4 changes and job identity

    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.
    Red mages now have a sword that has no use, they didn’t even bother to give new animations as you swing a sword at nothing. Might as well play BLM at this point.
    This is yet another strike at job identity and a unnecessary fix pandering to a vocal minority of Braindead players that refuse any little bit of difficulty in the game. Way to go.
    Extremely disappointed and I just hope they will fix this joke of a change.
    (25)

  2. #2
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    605
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    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.

    As regards salvaging it now that the damage is done, I could see some good from just making magic-melee attacks do full damage within melee range and when beyond melee it could use a blade-beam animation and lose some of it's damage (20% maybe?) so it's not a complete loss when at range but it's still better to be in melee range. Also drop that bit from manafication, just make it a stock feature of the attacks themselves. It doesn't fix bad fight design and it doesn't fix this change but it would be better.
    (5)

  3. #3
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    31
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    The idea of “positionals” would be an amazing very good fix that encourage melee range but also doesnt punish when you are stuck far from the boss during burst. Pair it with some animation and it would fix it

    Cannot see the devs do it tho, too much of a good idea.
    (1)

  4. #4
    Player
    Appleboops's Avatar
    Join Date
    Nov 2025
    Posts
    100
    Character
    Cherrie Blossoms
    World
    Diabolos
    Main Class
    White Mage Lv 100
    On the one hand, people were complaining that RDM was "weakened" by the fact that its primary damage rotation was dependent on close-range hits, and so when close range is infeasible due to Boss mechanics it weakens RDM's damage output, at least temporarily. This led to the arguments that RDM was getting the short end of the stick and was imbalanced compared to pure casters. It wasn't specifically an argument on "playability" or "difficulty", though granted I'm sure some of the complaining was also likely related to that.

    That said, my answer to all this is that not all jobs need to be exactly equivalent in all situations - in fact that's what "Identity" means in the first place. I get that SE is trying to balance things so that all jobs feel rewarding and competitive in all scenarios but to do that for such a vast variety of jobs is simply not feasible unless, as you've seen, they strip away all unique mechanics and normalize each job category across the board.

    I think SE's is going the wrong way with all this, the changes to RDM and even the changes to GNB which similarly make it much closer to WAR in its cycle (though I'm no GNB expert to be fair so I'll defer to others). If trends continue I won't be surprised if DRK is next in line because as I see it now, it's the last Tank that's actually unique in some ways.

    Rather than trying to make every caster the same, every tank the same, and so on with only visuals and extremely minor gameplay differences, they should be looking more at their one-track Boss design to try and make those more accepting to different circumstances. Don't change the jobs, change the fights themselves.

    I personally loved RDM's playstyle, not being an RDM main or anything but still even with my limited time playing it. It was unique and engaging, and now like it's been suggested before, the job is much more lethargic and streamlined. I'll still play the job because I like to play all the jobs in the end, but I do hope they correct this very poor show of judgement.
    (14)

  5. #5
    Player
    RodericWarblade's Avatar
    Join Date
    Dec 2025
    Location
    Ul'dah
    Posts
    7
    Character
    Roderic Warblade
    World
    Goblin
    Main Class
    Red Mage Lv 100
    I'm honestly really confused about why people are complaining about the changes. I personally love them.

    It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.

    Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.
    (20)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,092
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    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.
    I'm sure they playtested it, and went "does this work?" then someone replied "not on my machine", and lo and behold the encounter design team barged in and suplexed the job design team into submission like Sabin suplexes trains.

    Quote Originally Posted by RodericWarblade View Post
    I'm honestly really confused about why people are complaining about the changes. I personally love them.

    It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.

    Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.
    I mean, you can also make a change so that you only have to spamm a single button during burst that condenses all of your abilities into one, that's making the buff window easier too. Why would people complain about it?
    Heck, condense the whole rotation into a single button, job should be easier to play, who in their right mind would complain about it?

    Quote Originally Posted by Underscore View Post
    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.
    It's always the story and it's been going on for a long time. Remember that when P10 got released they buffed most healers and mitigation abilities to 50 yalms? And made their bubbles cover the whole screen?
    (2)
    Last edited by Valence; 12-20-2025 at 02:58 AM.
    Secretly had a crush on Mao

  7. #7
    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 Valence View Post
    I mean, you can also make a change so that you only have to spamm a single button during burst that condenses all of your abilities into one, that's making the buff window easier too. Why would people complain about it?
    Heck, condense the whole rotation into a single button, job should be easier to play, who in their right mind would complain about it?
    We should do exactly that. SE did it with Healers, and it was universally accepted as 'the best video game design decision of the century' and everyone loves it /s

    Quote Originally Posted by Valence View Post
    It's always the story and it's been going on for a long time. Remember that when P10 got released they buffed most healers and mitigation abilities to 50 yalms? And made their bubbles cover the whole screen?
    30y (And 20y for GCD actions like Succor, more recently), but yes

    There were times, such as M8S adds, where you had to think about what healing actions to use because you were out of range. Whether to leave the party on the other side to the cohealer, or to find an action you can use that hits both sides at once. For example, SGE couldn't hit everyone with Ixochole there, but they could hit everyone with Pneuma, or Holos, or Panhaima. It provided opportunities to be more creative in the solution for 'how to heal party', rather than just defaulting to 'press Succor/Medica'

    SCH is the worst offender for this. The fact that you can move the Faerie to a different location from yourself, indirectly extending your healing range, gave SCH the potential design space for some really interesting interactions when it came to 'party is on opposite sides of the arena for this mechanic'. But now we have 20y Concitation, so whatever cool planning you came up with for those adds, is less relevant now, because you can just press Succor between each hit instead
    (2)

  8. #8
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    484
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    We should do exactly that. SE did it with Healers, and it was universally accepted as 'the best video game design decision of the century' and everyone loves it /s
    I DO find it funny that some of the same people I saw mocking healers over the "strike" in certain FF14 circles are now howling mad at the ever growing march to narrowing DPS and tanking options.

    It's almost like ya'll were trying to warn folks or something, but I think you were all told to "go play something else or quit"? Yes, I think that suggestion still works in red and blue just as it did green~
    (6)

  9. #9
    Player
    Drimn's Avatar
    Join Date
    Jul 2019
    Posts
    82
    Character
    Marius Drimn
    World
    Seraph
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by RodericWarblade View Post
    I'm honestly really confused about why people are complaining about the changes. I personally love them.

    It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.

    Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.
    Because having to think less in a game like this just isn't as fun. If I want brainlessly smacking a button so I can see numbers go up, I'll play Cookie Clicker.
    (8)

  10. #10
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    295
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    Quote Originally Posted by RodericWarblade View Post
    I'm honestly really confused about why people are complaining about the changes. I personally love them.

    It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.

    Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.
    It's because a sizable chunk of the Forums Userbase sees obnoxious pain points as 'job identity' , and y'know, not literally every other aspect of the job.
    (1)

Page 1 of 14 1 2 3 11 ... LastLast

Tags for this Thread