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  1. #1
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    32
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    People who are new to Red Mage or following "new-gen" takes are claiming the job is rigid. RDM is not locked to a 2-minute meta. We have the active choice to either Mana Rush or Align.

    Choosing to rush depends entirely on your group's projected clear time. For example, with a clear time of 7:30, it is objectively better to use Manafication on cooldown, which desyncs it from the 2-minute cycle. Even in a "Triple Melee" reopener, the first combo isn’t even under Embolden. Please be careful with what you say when jumping into RDM discussions if your only perspective is how the job fits into a standardized meta. Remember: Embolden is for the group; your resources are for the encounter.

    Please stop spreading misinformation or bashing the developers when RDM is arguably the best-designed caster in the game. If you want to complain, ask for our melee range to be restored rather than demanding a gutting of the kit.

    You should take the time to understand the complexity you’re missing: learn the difference between mana rushing, standard alignment, and hybrid play during Ultimate phases. "2-minute meta" is just a buzzword for our class—it’s simply when your group needs embolden and that isn't strictly locked to 2 mins either. If you’re complaining about the 2-minute meta, you’re really just complaining about doing a double-melee combo. If you don't like that, you haven’t liked the job for five years and should have switched by now.



    source the balance.

    There is hardly an argument for the 2 min meta being an issue for RDM. I won't hear it to be honest.

    You are probably the biggest white knight I have seen for these changes.
    All we are talking about is that the job identity of Red mage has taken a concerning hit. It’s a fact.
    We are asking for a better, more fun to play fix or to restore the melee range as it was, nothing more.
    SE has a concerning track record as for now ruining jobs accounting for bad combat design.
    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.
    (9)

  2. #2
    Player
    RaionKansen's Avatar
    Join Date
    Aug 2022
    Location
    Ul'dah
    Posts
    295
    Character
    Raion Kansen
    World
    Behemoth
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Solilunaris View Post
    You are probably the biggest white knight I have seen for these changes.
    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.
    (2)

  3. #3
    Player
    Voidmage's Avatar
    Join Date
    Apr 2020
    Posts
    931
    Character
    Hen'iel Jackel
    World
    Twintania
    Main Class
    Blue Mage Lv 47
    Quote Originally Posted by RaionKansen View Post
    Again, you haven't even engaged with the high end content this expansion.
    If people aren't allowed to have an opinion just because they don't engage with hard content then this game is truly done for.
    We can then form a council of top raiders and delete anything that isn't savage upwards.
    It's why we got the 2min meta in the first place.

    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.
    Fact is, and I think both sides could agree to this, that those changes don't just effect savage raiding but also content below it and despite what some like to think, that content also matters. Problem is though that the devs seemingly have abandoned all form of finding a balance.

    Last but not least, just because someone doesn't do high end raiding does not mean they have no idea of their main job. Some simply don't have an interest but would be able to raid.
    I have seen enough legend titles fail at simple dungeon mechanics and first time raiders who let those legends look like amateurs.

    What I do agree though is that the term white knight is thrown around way too often here.

    The changes have been done because of savage and for people who think being in melee range was job identity that is a problem.
    I have really no idea why people bring up savage optimization in a thread about job identity.
    No one disagrees that the job is easier to handle now and better in some fights, they are annoyed that yet another job got part of it's identity sanded away for the sake of fight design or that they actually liked planning around that thing in the past just like BLM mains liked working around the timer.

    Are people unable to accept that players exist who want to have fun with a job in every content instead of only a percentile even if that is fun in itself?

    Edit:
    Just FYI, this was more a general post and not at you specifically, just using this part of your post.
    (9)
    Last edited by Voidmage; 12-23-2025 at 08:02 PM.

  4. #4
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    349
    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)

  5. #5
    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

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,651
    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.

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