So lets resume
RDM should be a powerfull melee DD with Crit WS, Dualcast with low tier elemental spells and enfeebles and cures.
The fact he has all these magic skills would mean you have to nerf his melee potency or it will never be balanced.

So lets resume
RDM should be a powerfull melee DD with Crit WS, Dualcast with low tier elemental spells and enfeebles and cures.
The fact he has all these magic skills would mean you have to nerf his melee potency or it will never be balanced.
I think that's the general idea by most of us, the focus would be magical damage but done through their weapons like en-spells or magical weaponskills rather than just plainly casting spells. Consider it a more consistent magic attacker, without having to rest every 2-3 minutes from draining their mp pools they're overall physical abilities are lacking but maintain some degree of need to function.
Last edited by SwordCoheir; 10-17-2012 at 07:07 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

But you still have the problem you gonna have to nerf the dmg compared with other DDs like MNK or DRG cause RDM would have way to many Utilitys. So in the End RDM might do 70% dmg of an fulltime DD and has buff/debuff/heal.I think that's the general idea by most of us, the focus would be magical damage but done through their weapons like en-spells or magical weaponskills rather than just plainly casting spells. Consider it a more consistent magic attacker, without having to rest every 2-3 minutes from draining their mp pools they're overall physical abilities are lacking but maintain some degree of need to function.
Having a powerfull frontline DD with all this magic tools will never work cause you can't balance it without nerfing dmg. And there we go same thing happend in FFXI and same will happen here cause you can't implement an overpowerd RDM and it will end that he gonna be average at dmg/heal/support
I think most people are realistically looking at BRD level or a little above BRD/WAR/PLD level DD, which usually equates to a little over half of that of BLMs, DRGs, and MNKs usual damage (least from my experience), I think the only time RDM should/would stand out in such instances around the dedicated DD's damage would be mobs that are weak to magical damage or when there's a definable elemental weakness to exploit, but that's depending largely on the type of route SE wants to take with RDM.But you still have the problem you gonna have to nerf the dmg compared with other DDs like MNK or DRG cause RDM would have way to many Utilitys. So in the End RDM might do 70% dmg of an fulltime DD and has buff/debuff/heal.
Having a powerfull frontline DD with all this magic tools will never work cause you can't balance it without nerfing dmg. And there we go same thing happend in FFXI and same will happen here cause you can't implement an overpowerd RDM and it will end that he gonna be average at dmg/heal/support
Personally, I say to hell about having a little bit of everything. I don't want RDM to turn into some halfass BRD that can barely nuke with cross class abilities. Frankly, drop the whole buff/debuffing thing since buffing is BRD's thing and debuffing is going to SMN, and just make it all about melee, magic damage, and give it like a single healing spell that's slightly weaker than Holy Succor just so it can't turn into a mainheal and sure as hell don't let it stack with sacred prisim.
Sorry some people are still hung up on FFXI's bastardized and poorly implemented vision of RDM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
My bulid on the first page is all those things. I just didn't factor in parry weapon skills which is easy enough to change.I think most people are realistically looking at BRD level or a little above BRD/WAR/PLD level DD, which usually equates to a little over half of that of BLMs, DRGs, and MNKs usual damage (least from my experience), I think the only time RDM should/would stand out in such instances around the dedicated DD's damage would be mobs that are weak to magical damage or when there's a definable elemental weakness to exploit, but that's depending largely on the type of route SE wants to take with RDM.
Personally, I say to hell about having a little bit of everything. I don't want RDM to turn into some halfass BRD that can barely nuke with cross class abilities. Frankly, drop the whole buff/debuffing thing since buffing is BRD's thing and debuffing is going to SMN, and just make it all about melee, magic damage, and give it like a single healing spell that's slightly weaker than Holy Succor just so it can't turn into a mainheal and sure as hell don't let it stack with sacred prisim.
Sorry some people are still hung up on FFXI's bastardized and poorly implemented vision of RDM.
Something that could make it a fair strong DD is Dual Casting a spell with and En spell which could be cool if you could make it work. a mechanic that only happens if you pair a magic spell with and En spell.
i will make it that you cant dual cast 2 en spells right now, especial since mnks couldn't.
Lets say we are fighting Miser. I Dual Cast Fire with Enfire. The first hit will be like a blindside hit a Crit Damage of Fire. You normal Crit Dmg + if you actually Critical using a fire spell. and then every hit after is just the normal enfire hits. The normal damage + the additional effect of enfire.
This way they are not over power cause like i said dual casted spells have longer recast. how does that sound this way they can be viable frontline jobs?
All the ideas again are shifting to making a red mage a DD class. This isn't going to work because:
1) In order to be viable DD they will have to do as much damage as the other DD classes. It really don't matter how you dress it up by making it half magic damage and half physical damage. The end result is unless then are doing as much damage as the other DDs they will never be allowed into a party. Nobody wants a DD class that does less damage than other DD classes.
2) If they make the class as capable a DD as DRG MNK and BLM then all other aspects of the class will need to be removed. No buffs, no debuffs, no cures. The reason is all the other DDs will be passed over in favor of a RDM that does just as much damage while providing better utility than the other DDs offer.
3) The only possible solution to this is making them average at DD and average at utility. I think most already agree this simply does not work in a MMO. A specialization is required or they will always be passed over by classes that are better specialized in a specific task.
So we're back at my point. Making RDM into a DD class simply is not viable. It cannot be shoehorned into the game without either making them either overpowered or undesired.
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