


* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)



Speed runs are not going any where. There just no longer going to force players to do them to get access to a portion of the dungeons total loot pool. There is a big difference thereSpeed runs don't feel rushed once you've done it 100 times. It becomes the new standard and you don't really know how to do it any other way after that.
I agree that they "encourage" class stacking, but that's not a byproduct of speed runs. It's an issue inherent to the class system and combat design.
I for one will miss the speed runs, and not because they lessen fear availibilty (couldn't care less about that), but because I've always enjoyed time trials, and the synergy they require within the group.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain



Yoshi P has already stated in an interview that the only thing speed runs will get you is an achievement, he said gear will be obtained via other fun and interesting methods but not speed runs.
Ya they're dumb. Content shouldn't be fast raids. There's a higher chance of failure with the "reasonable" droprates they have even if you run it a bunch and longer content is generally more thought out anyway. Speed runs are indeed stupid. That's coming from someone who's done them.
Glad to see them go.
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