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Which is the best DD and how does RDM fair?Follow

#27 Oct 20 2012 at 6:29 AM Rating: Excellent
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There's a fine line between excelling at all and sucking at them all to even be considered a Jack. Even with the proverbial "Master of None" applied to the adage, it doesn't mean you can't do some things better than others in the process without actually mastering an activity. Group-wise, RDM's boned right now. Even when it was useful, I'd argue up and down that what people expected of it was totally the opposite of fun with the blah of cycles and expectation of infinite MP without party context before even factoring the skill/gear of the RDM. Some tried to make something out of it with the solo game, but I'd say that's ultimately what put RDM in its current position out of fear from SE. Go fig.

I wouldn't recommend the class in its current state to anyone. Rather, if they're looking for the party RDM of old, SCH's over yonder with even better tricks up its sleeve, but you're still better off with a WHM or BLM for those specific purposes where Embrava isn't needed.
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#28 Oct 20 2012 at 7:19 AM Rating: Default
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I acknowledge the difference, but that isn't the case. RDMs don't SUCK at everything equally. FFXI definition of "suck" is "not the best". RDM can be used in groups, they aren't desired because whatever you are invited for, some other job can do it better...... which has primarily been the case for RDM since the beginning of the game.
#29 Oct 20 2012 at 7:40 AM Rating: Excellent
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This thread, it's a trap.
#30 Oct 20 2012 at 8:48 AM Rating: Default
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FFXI IS RDM !Smiley: cool
#31 Oct 20 2012 at 12:30 PM Rating: Excellent
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As you can see OP the 'state' of RDM is not in a healthy place. People can effectively defend the job on paper but in reality, at least for the events that get shouted for in cities, no one gives a **** about RDMs.
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#32 Oct 21 2012 at 2:31 AM Rating: Good
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As you can see OP the 'state' of RDM is not in a healthy place. People can effectively defend the job on paper but in reality, at least for the events that get shouted for in cities, no one gives a @#%^ about RDMs.


RDM on its own, is a very powerful job. Versatility being its main strength. But the way that events are now, RDM is just spread too thin. That versatility is kind of pointless if you know exactly what you're fighting, and exactly what its going to do.

What would be most beneficial to RDM, and hybrids in general, isn't tons of changes to the jobs themselves, but changes to the events we do:

True dungeon crawls where you're limited to 3-6, people and the mobs and their abilities change randomly (and none of this proc'ing stuff). Imagine, you're going thru and run into flans in one area, you nuke. Then you run into fairly squishy mobs that aren't very dangerous (think colibri @ 75) you melee to speed things up. Then you run into tough mobs (high def / high eva) with dangerous, but fairly small AoEs, you step back to debuff and cure. Next you run into an area with tons of unavoidable aggro, you CC. A random event like this basically screams RDM.

NMs with more than a handful of abilities. Once again, as your ability to predict what's going to happen decreases, the need for versatile party members increases.

Better NM AI. For instance, if you try to melee zerg it and it goes defensive, buffing itself to slow the zerg to a crawl. You try to manaburn it, it uses AoE addles, silences, etc. Same with pet burns, too many pets on it, it charms them and turns the pets on the masters (that would be hilarious), Things like that would really force you to balance your pt, and help bring hybrids back mainstream.

These are just quick ideas I literally thought up in 5 minutes. But nothing has really changed much to the jobs themselves. You're still going to need DDs, you'll still need a healer, but now, there's tons of wiggle room for hybrids as well.
#33 Oct 21 2012 at 6:05 AM Rating: Default
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Fermion wrote:
True dungeon crawls where you're limited to 3-6, people and the mobs and their abilities change randomly (and none of this proc'ing stuff).


Proc'ing was a good idea, it just wasn't implemented correctly. Every job should have at least 3 unique procs.


Edited, Oct 21st 2012 2:08pm by Almalieque
#34 Oct 21 2012 at 11:22 AM Rating: Excellent
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Proc'ing was a good idea, it just wasn't implemented correctly. Every job should have at least 3 unique procs.


Proc'ing is pretty lame and shallow to me. It's like being the unpopular kid in H.S. who isn't very well liked, but has a car. No one likes you, or even wants you around, but you have something they need, so you're tolerated.

Instead of worrying about job specific procs, I feel that leaders should be concerning themselves with filling positions.

(Tanks)
Damage Mitigation

(DDs)
Physical Damage
Magical Damage

(Support)
Healing
Support buffs/debuffs

All of this should be needed. Since every single job in the game can fill at least one of those 5 basic roles well, there's no need for artificial cooperation (procs).

But if you must have procs, have procs based on the holy trinity. Start with the NM in "X" form having incredible attack speed/power, but limited to single player attacks. You survive without dying, it's a proc (Possible to be evasion tanked by extremely evasive (3) jobs and gearsets plus evasion buffs, or a turtled up PLD). (The DDs are holding back and saving TP and you don't want DD tanks, since the healers will need that mp later.)

After the initial proc, the NM changes to "Y" form. It must take a certain amount of damage in a timeframe to get the DD proc. (Time to buff up, weaken its defenses, and unload those nukes and TP you've been saving. Additional damage from MB.)

Finally after the first 2 procs are met, the NM goes into mini rage mode. Its attack is increased and it gains access to potent AoE abilities of 1 element. Survive with no deaths in this mode, and the "Z" proc is met. (Recommended for buffers to switch to defensive buffs.)

Now instead of individual unique procs, any job can contribute to the procs in their own unique ways. You're no longer waiting to fill a spot with a certain job, but instead, you're looking for a role to be filled.
#35 Oct 21 2012 at 12:05 PM Rating: Decent
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Fermion wrote:
Proc'ing is pretty lame and shallow to me. It's like being the unpopular kid in H.S. who isn't very well liked, but has a car. No one likes you, or even wants you around, but you have something they need, so you're tolerated.

Instead of worrying about job specific procs, I feel that leaders should be concerning themselves with filling positions.


I understand what you are saying and you are absolutely correct with your analogy, unfortunately, that's how the people in FFXI operate. People max/min everything. Take the main healing position for example. WHM was always a better healer for anything that didn't have a short timer, but RDM always got the spot simply because of refresh. That's how the population thinks, "if it isn't the best, then it sucks". So, the only way to force people to allow other jobs to play is to do proc's, else those jobs will never be invited.

Look how people max/min the 4 person party for NMs? People found and created ridiculous job combinations, i.e. BLM/brd, in order to max/min their game time, completely defeating the purpose of procs in the first place. Unless you force people to invite you, you simply wont be invited.

So, you have two choices, either force the game mechanics to employ you or hope the mindset of 10 years of game play change.

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All of this should be needed. Since every single job in the game can fill at least one of those 5 basic roles well, there's no need for artificial cooperation (procs).

But if you must have procs, have procs based on the holy trinity. Start with the NM in "X" form having incredible attack speed/power, but limited to single player attacks. You survive without dying, it's a proc (Possible to be evasion tanked by extremely evasive (3) jobs and gearsets plus evasion buffs, or a turtled up PLD). (The DDs are holding back and saving TP and you don't want DD tanks, since the healers will need that mp later.)

After the initial proc, the NM changes to "Y" form. It must take a certain amount of damage in a timeframe to get the DD proc. (Time to buff up, weaken its defenses, and unload those nukes and TP you've been saving. Additional damage from MB.)

Finally after the first 2 procs are met, the NM goes into mini rage mode. Its attack is increased and it gains access to potent AoE abilities of 1 element. Survive with no deaths in this mode, and the "Z" proc is met. (Recommended for buffers to switch to defensive buffs.)

Now instead of individual unique procs, any job can contribute to the procs in their own unique ways. You're no longer waiting to fill a spot with a certain job, but instead, you're looking for a role to be filled.


That sounds nice on paper, but it wont change anything. People will invite every job for a few weeks, then they will max/min it like they did in Abyssea and jobs will be left out again. You only have two choices to guarantee everyone's participation.

1. Give every job very unique abilities and spells that are "game changing", i.e. haste, refresh, etc.

or

2. Give every job unique procs.

The ideal situation would be option one, but that will turn out to be a very difficult task as you get to the 6th DD job. After so many DD's and mages, people will just weigh the abilities and just start accepting one over the other. Giving every job at least three unique procs at least give you the tolerance to join, which is better than wishing you were in a party.
#36 Oct 21 2012 at 12:14 PM Rating: Good
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Going to disagree on the dungeon crawl being what would make a hybrid desired. If there's no time limit, basically a tank, 3 DDs, BLM or SCH, and WHM or SCH would be more than adequate. RDM's actually a terrible crowd enfeebler due to its reliance on /BLM for Sleepga or /SCH for psuedo-Sleepga on a 2m timer. Since both BLM and SCH are also likely to be /RDM, they'd have access to Gravity and Bind on top for more fine-tuned kiting, and SCH even having the means to AoE those more frequently. Plus if you swapped one of the DDs for a BRD and sleep is viable, 2 Horde Lullabies is easy mode crowd control.

There's basically 2 routes for hybrids to shine. First is for them to be able to situationally focus on one task at the expense of others. BLU is probably the best current example of this in-game and is even a solid DD on things that aren't HNM tier due to lacking +Blue Magic Attack options via buffs/food. The Healing Magic adjustments indirectly reduced their efficacy as a healer, but in the odd chance you did find a BLU willing to take this role, they could do it well. Winds of Promyvion is still frickin' awesome as a quick Erasega. The second option, and one SE hasn't really dabbled in at all, is to better synergize mixed aspects. I've rambled about this before and have targeted RDM specifically as a benefactor of this style, but right now, the game is pretty much either/or. Time spent casting means time not swinging, thus falling behind on parses and killing mobs ASAP and MP is terrible for damage unless you start getting into mass mob -aga territory with BLM. Time spent swinging is time not casting, thus not performing your casting duties. Because these are in direct conflict, something has to happen to both cut down casting frequency while upping potency of both melee and casting to smooth out those gaps. Unfortunately, you'll get people so adamant to lop off one side of the job that even if SE were to take input seriously, they'd be dragged in 3+ directions. Just look around and see how some are pissed Temper wound up being self-cast only as an example of this divide.

Anyway, hybrid issues are a bit more complex, with inventory concerns also being a factor. Events may very well be a reason to frown upon them in general, but that's more due to time limits and costs associated with (be it gil or once-a-day access) said events than the jobs themselves. Efficiency would still lurk in the realm of higher leniency, but some would be more willing to negotiate in order to let others enjoy themselves as long as the task can be completed. Poor mob tuning is also a factor right now, but that's something that can be easily forgotten in the future if new content antiquates the current (and honestly should).

Edit: Also going to disagree with future proc systems. I get the point, but consider 18 alliance with 20 jobs, soon to be 22. You'll have situations where even if every party slot was a unique job, you could have 2-4 job abilities you just can't trigger, thus compromising potential success/rewards. Forcing unique abilities may be a way, but I also believe "similar, yet different" can apply with even a dash of that.

Edited, Oct 21st 2012 2:18pm by Seriha
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#37 Oct 21 2012 at 12:59 PM Rating: Default
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Seriha wrote:
Edit: Also going to disagree with future proc systems. I get the point, but consider 18 alliance with 20 jobs, soon to be 22. You'll have situations where even if every party slot was a unique job, you could have 2-4 job abilities you just can't trigger, thus compromising potential success/rewards. Forcing unique abilities may be a way, but I also believe "similar, yet different" can apply with even a dash of that.


If I had to choose between "highly chance of being invited with a small chance of no proc" vs "Very low chance of being invited with a high chance of a proc", I would go with the former. In the first situation, it's simply going another round, which actually can increase your chance of getting rewards.

"similar, yet different" works well on paper, but unless people change their attitudes, it simply wont hold up.
#38 Oct 21 2012 at 1:10 PM Rating: Excellent
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Well, yeah, while the dreaded word, SE would actually have to start balancing intelligently, and that'd include not forcing people to get prestige weapons or sacrificing merits for another job just to be functional.
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#39 Oct 21 2012 at 1:46 PM Rating: Decent
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Seriha wrote:
Well, yeah, while the dreaded word, SE would actually have to start balancing intelligently, and that'd include not forcing people to get prestige weapons or sacrificing merits for another job just to be functional.


I wont deny the fact that SE has work to do in balancing the game and the jobs, but that still wont change the attitude of the player base. Until players stop trying to max/min everything, no matter what SE implements, it will only be a matter of time before the player base finds out a way to disregard jobs, only use certain weapons, gear, etc.

Honestly, I think SE has gone too far in the wrong direction to be able to "fix" anything without revamping the whole game. So, the best option is to force utility upon players, then start revamping from there.
#40 Oct 21 2012 at 2:13 PM Rating: Good
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Going to disagree on the dungeon crawl being what would make a hybrid desired. If there's no time limit, basically a tank, 3 DDs, BLM or SCH, and WHM or SCH would be more than adequate.


With no time limit, almost any party set up can work. You could probably roll with 6 hybrids and have an even easier time. You're missing the point. Sure a tank, 3 DDs, BLM or SCH, and WHM or SCH would be more than adequate, the point is that you shouldn't need specific jobs. You should need role fillers. Take the 6 hybrids example, I'm saying hybrids, because the jobs themselves don't really matter, it's the role they're filling.

Quote:
RDM's actually a terrible crowd enfeebler due to its reliance on /BLM for Sleepga or /SCH for psuedo-Sleepga on a 2m timer. Since both BLM and SCH are also likely to be /RDM, they'd have access to Gravity and Bind on top for more fine-tuned kiting, and SCH even having the means to AoE those more frequently. Plus if you swapped one of the DDs for a BRD and sleep is viable, 2 Horde Lullabies is easy mode crowd control.


That's only one facet of what they'll be doing. BLM isn't exactly a prime healer, but in the clutch, a few cure IVs will be helpful. SCH is a hybrid, but has virtually 0 melee damage, that doesn't mean it's worthless for the run, it just means it more focused in other aspects of hybridization. Same with RDM, neither BLM or SCH can melee with RDM, but they make up for it in other areas.

Lots of jobs overlap, but the problem with FFXI is that we always think of parties as individuals doing their own thing, instead of an individual unit working together. Sure there'd probably be someone else to CC better, that doesn't mean they have to do it alone. A little help never hurts. The RDM could even act as healer for the CCer, while the main healer focuses on the others. There are many different ways hybrids can be useful.
#41 Oct 21 2012 at 5:12 PM Rating: Decent
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RDM meleeing have so many spells to cast it makes my head hurt. I cast about 10-12 different spells on myself (not to mention you blink faster than a flickering lightbulb due to gear changes). Then you're supposed to do everything else the job is capable of. I feel the buff duration is short even with all the extra gear available to make it last longer. More stuff to help out with the stepmania feeling when you play RDM wouldn't hurt I guess.
#42 Oct 21 2012 at 5:32 PM Rating: Decent
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That's why composure is such a good melee boost.
#43 Oct 24 2012 at 3:29 PM Rating: Excellent
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detlef wrote:
RavennofTitan wrote:
Wouldn't bank on embrava till after SE adjust it. Right now it is top of the heap of 2 hours but that could change depending on how hard SE takes the bat to it. We all know how the player base reacts to this kind of thing.
Embrava is wonderful but SCH is no one-trick pony. It's still the most versatile mage job around.

As for Embrava, SE can reduce the spell's haste, regen, regain, and/or duration, and I don't see how they can reasonably adjust it to the point where it wouldn't be worthwhile to bring a SCH to cast it.

Okay well I was wrong about that.
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#44 Oct 25 2012 at 8:01 AM Rating: Decent
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detlef wrote:
detlef wrote:
RavennofTitan wrote:
Wouldn't bank on embrava till after SE adjust it. Right now it is top of the heap of 2 hours but that could change depending on how hard SE takes the bat to it. We all know how the player base reacts to this kind of thing.
Embrava is wonderful but SCH is no one-trick pony. It's still the most versatile mage job around.

As for Embrava, SE can reduce the spell's haste, regen, regain, and/or duration, and I don't see how they can reasonably adjust it to the point where it wouldn't be worthwhile to bring a SCH to cast it.

Okay well I was wrong about that.


Never ever underestimate the fail SE can bring to this game when they decide to get they NERF off.
#45 Oct 25 2012 at 11:27 AM Rating: Good
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It is one of those cases were you still feel like crap because you where right.
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