Could wiggle a little more Skill/MND/MACC through weapon/ammo choices, but left them out. SCH and BLM won't be looking too much different, mainly varying in AF/Relic/Emp. RDM will break 500 more easily thanks to A+ skill, but in what's roughly a 40 skill advantage will mean the scaling will actually have to be pretty steep for it to mean much unless its further tied to a RDM-only trait. MND capping also hurts.
Thats the point of tying it to the Skill system. It allows you to push the cap higher without destroying the current state of the game. Essentially it allows the classes with native skill to land slightly more often, and with it a slightly more potent enfeeble. Which in a game of min/maxing is welcome, there is a reason why you take the WAR over a RDM to melee because it has a statistical advantage in terms of ability/skills. RDM is not a bad melee, it can hold its own very well, but why go for the B level when you can get the A level.
The same would apply to RDM in an enfeebling aspect. Provided SE also changed the value of enfeebling, as presently outside of Dia III and maybe Slow II the rest are just not worth using as their effect is either very minimal (Blind/Gravity) or only works in a minimal capacity (Paralyze not being able to interrupt TP moves for example). On top of which the costs for the higher tier spells are absolutely atrocious compared with the effect vs the T1 spells cost/effect value.IMO I think the values are somewhat fair, but they cap to soon. The MP cost however needs to be lowered substantially. Like 15-20 MP for Para II especially if this new system is designed around spamming the spell to get a better chance at it landing.
Enfeebling is just all kinds of messed up to be honest, and I completely agree that the merits should be scrolls, and they should have been scrolls from day 1. Not only because it seems like a second thought system, but its a system in which you can not attain all the spells at any desirable level. (IMHO no spells should be merits merits should be used to enhance the effects of spells/abilities not grant spells.)
However because the root issues with enfeebling are almost impossible to change in the current game the only solution to give RDM anykind of unique positional roll is to enhance its value as the best enfeebling caster. Which can only really be attained by applying its skill advantage into the equation.
This is a similar adjustment to what they did with Healing Magic to "rebalance" the valuation of the natural healers against that of those attaining that value via sub job selection. (and if I can gloat was the idea I pitched on the SE general forum months before they implemented it =D shameless plug)
To be honest I think they should do something similar with enhancing magic as well, increasing potency of enhancements based on skill level. Meaning RDM can cast haste a little bit better, or cast a little bit better of a Refresh than say a SCH/RDM.
Lastly I think RDM needs the following changes to the class itself.
1) It needs to be put back on light heavy armor (back in the day it used to appear on chain like armor with WAR's DRK's PLD's)
- Outside of light leather gear RDM has been placed on cloth type armors for too long, it has been 25 levels. If you look at the gear increments of RDM as levels progress it varies between periods of caster heavy, and melee heavy options. This is no longer the case.
2) It needs to be able to somehow cast its buffs on more targets than one at a time (without needing /SCH and without some Aura based ability)
- I believe some type of single target spell that takes its buffs and applies them to others. Meaning you buff yourself up to a certain point (which can be done very fast) and you then cast this spell onto a specific target (party only) and apply all buffs from yourself to that target. So instead of having to cycle our spells over and over we do it once on ourselves and then cast 1 spell 5 times on the rest of our group. This spell should have a decent casting cost, 100-200MP, and be on a 15-20 second recast.
(in addition the duration of the buffs is based on the duration it would be on the RDM which is slightly higher than what we see currently.)
3) A clear purpose. RDM has never really had a clear purpose outside of old school meripo. Otherwise it has always been an in between class, a decent nuker/healer/melee, but it has no defined role. I like to compare RDM to DNC I feel it is the closest comparison to a hybrid job (BLU imo isn't as much of a hybrid because it can not really change roles on the fly due to spell setting). DNC has many similar tools, applied in a different way, it can be a decent healer, decent melee, and decent buffer/debuffer. But it also has a clear defined role in the game as well. It is arguably one of the best evasion tanks in the game.
I think RDM needs something like this, it needs to have a defined position that it can excel at while at the same time provide its secondary options. We used to have a role like this. Arguably RDM was the best tank in the game at one point, for overall survivability and hate control. It could cap total hate faster than PLD, and took less hits than NIN. Of course this didn't work to great with zergs as the RDM took 3-4 minutes to cap hate, but /THF side stepped this.
When SE took this away, RDM really lost any meaningful purpose for being in endgame, and that just so happened to coincide with the release and re-release of many endgame events.
I dunno I feel like I am rambling. RDM is broken it has been for many years, and the largest reason it can't be fixed is because the community is polarized between casting and melee, with few who see that both are decent and its a defined role that we can excel at that is missing.