

I mean that's the only reason why you would bring a red mage anyway.
I think it's more of a case that balanced is so skewed towards damage that your "pick" only matters for that, RDM being the very rare exception to the rule where it's utility is strong in some prog instances where you want to actually give up some damage for that utility.
I think in general Job design is very flatly balanced towards damage output having so much meaning that of course a Job like red mage becomes "you bring a rez" and that's why your here, nothing else.
Though on your eariler point of job identity, being made to go into melee ranged was actually a big reason why people liked the job, you know if people picked the mage with the sword you kinda expect them to go into melee and use the sword, changing that for fight design is similar to how they removed big casts from black mage because of fight design.
I think the question we should have is how much are we willing to give up for fights to be better? I genuinely wish they focused a bit more on the job complexity and nuance bucket as that effects all forms of content you do rather then just higher end, I personally want something to practice and get better at which isn't just the fight, in fact I think fights should bring out different types of nuance like red mage optimising for melee strikes and if it can't work in that fight they shouldn't just rework a entire job, they should try to find a way to make it work for that said job.
Last edited by Rithy255; 12-23-2025 at 11:47 PM.
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