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
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
Can they do that with PVP so I don't have to do daily Frontlines to get to Rank 25



Reply With Quote


