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  1. #1
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    21
    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.
    (16)

  2. #2
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    580
    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.
    (4)

  3. #3
    Player
    Appleboops's Avatar
    Join Date
    Nov 2025
    Posts
    68
    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.
    (9)

  4. #4
    Player
    RodericWarblade's Avatar
    Join Date
    Dec 2025
    Location
    Ul'dah
    Posts
    5
    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.
    (12)

  5. #5
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    21
    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)

  6. #6
    Player
    Brandr's Avatar
    Join Date
    Sep 2020
    Posts
    206
    Character
    Bran' Bal
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Just tested it.

    ... I'm sorry to say this, YoshiP, but whoever in your team who came up with this idea....
    The most polite way I can say this is:

    Don't trust this person anymore! They either might be plotting to destroy our game or shouldn't have any business giving combat suggestions!!
    (14)

  7. #7
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    64
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    In a scenario where every other job can do their bursts and you would be the odd one out sitting in your corner hitting embolden and just dual casting, do you really feel that's fair or not? Granted there are not many scenarios like that right now, but i think the changes were meant for the upcoming savage tier and potentially new ultimate. There were some fights where it was tough but not impossible to get off a melee and quickly get out again. P12s p1 or p10s come to my mind. But if getting off the melee becomes an impossibility due to the fights mechanics, i'd rather be able to do my burst from range. It is still just speculation if there will be fights where it will be impossible but the new extreme is already kinda tough to get the melee off in some scenarios.
    (0)

  8. #8
    Player
    Solilunaris's Avatar
    Join Date
    Jul 2019
    Posts
    21
    Character
    Vaasah Solilunaris
    World
    Zodiark
    Main Class
    Red Mage Lv 100
    In that case the implementation of a “positional” was the better system. Max potency from melee range but you can burst from afar for slight less damage. As it is now you have zero incentive to be in melee at all during burst. You just stand there and unload everything for 30 seconds
    (2)

  9. #9
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    767
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Kishin12345 View Post
    In a scenario where every other job can do their bursts and you would be the odd one out sitting in your corner hitting embolden and just dual casting, do you really feel that's fair or not? Granted there are not many scenarios like that right now, but i think the changes were meant for the upcoming savage tier and potentially new ultimate. There were some fights where it was tough but not impossible to get off a melee and quickly get out again. P12s p1 or p10s come to my mind. But if getting off the melee becomes an impossibility due to the fights mechanics, i'd rather be able to do my burst from range. It is still just speculation if there will be fights where it will be impossible but the new extreme is already kinda tough to get the melee off in some scenarios.
    The answer to that problem should be Square not designing raids where in crucial moments, 4 in 4 out is a necessity.
    But instead of changing the fight design to fit the classes, they force the classes into one mold that fits the fight design.
    (8)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  10. #10
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    64
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Solilunaris View Post
    In that case the implementation of a “positional” was the better system. Max potency from melee range but you can burst from afar for slight less damage. As it is now you have zero incentive to be in melee at all during burst. You just stand there and unload everything for 30 seconds
    That would indeed be interesting! I doubt this will happen and i doubt these changes get rolled back, but it would've been a good solution.
    (1)

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