People who seriously think adding a few niche and gimmicky mobs will fix a job are really looking at things the wrong way. Because once you've farmed out those mobs or something new rolls around to replace them, you're back to being trash. The bigger problem XI has faced over the years is simply how damage is king. Super buffing your DDs and just zerging a boss is often far more beneficial and ironically safer than taking more defensive approaches where things like debuffs stand out. Yet it's also been stated that the current debuff arsenal really does nothing for what truly makes mobs threatening with their TP moves. Things being timed also deters the defensive approach, which is partly why I was so keen to ridicule the depop adjustment on outside Delve NMs when SE first did it, nevermind the gulf it created between those who managed the longer fights and those who missed the boat.
The above in mind, I want to see a damage component added to RDM's enfeebling arsenal, achieved both through magic and melee. Spells like Impact serve as an example of this, but it's terribly MP inefficient and also relies on having a specific item instead of being part of the job. BLU's got gobs of these already and you don't see the game imploding, either. Someone mentioned Poison sucks, and compared to Helix spells nowadays, that's absolutely true. Tweak the formula based on tier to do damage based on Enfeebling skill and then give RDMs Poison III. T1 = Skill/5, T2 = Skill/3.5, T3 = Skill/2. So, if you've got 520 skill, you're looking at 104, 148, and 260 a tic respectively. Bio is pretty much never used due to Dia's DEF down being superior. I'd like to see the DoT aspect of both improve, bit Bio needs some more help beyond that. Maybe convert it to instead doing -ATK, it does -DMG% for both magic and physical stuff. As well, the age old request of converting the merit spells to level/scroll learned needs to be honored (for all jobs, though). But yeah, toss in some new "nukes" that run off enfeebling skill and make them equivalents of Slow/Para/Blind III and add even more shit like Plague, a -MEVA spell, one for -MDEF, an Addle II for RDMs to further distinguish from WHM, something to stymie a mob's TP gain, something that affects a mob's TP bonus modifiers on WS, and I think I even saw at one point in the past someone suggesting a spell that could actually lower a mob's level, with that all -stats and possible trait/spell/move loss.
Melee end could see WS improving a debuff's potency once landed, extending their durations, perhaps some unique options of their own, and of course a means to restore MP and prolong uptime. I'm not a fan of other-target Temper for sake of the cycling blues, but I know some other ideas I've seen in the past involved a spell that renews buff durations on the target or could even make white/black magic castable ones permanent at the expense of an MP perpetuation cost on the RDM so they'd have more time to debuff and swing. This also plays nice into the ilvl tweak on swords/daggers where a few RDM oriented melee traits, new or established, could help slake off the age old hate since it seems they'll otherwise never replace a WHM or SCH for healing or a BLM and SCH for nuking.
But who am I kidding, that'd all require SE taking more than 5 minutes with the job on a balance pass. If SPs weren't something everyone has, I have no doubt the job would've been neglected again. People who are okay with that need to step out of their pre-2007 bias and realize most RDMs aren't wanting to steal WHM's role or even care about soloing (H)NMs for hours. Yet those seem to be the only reasons why nothing happens for the job anymore beyond catch-all updates like the level cap increase or new SPs. "But other jobs desperately need buffs too!" is no justification for the prolonged ignorance and I know I'd want to see those happen, too. Shit like "Go play BLU if you want to be a melee mage!" is just as inane as me telling a THF to play DRK if they want to do better DPS. Diversity can still exist despite similarities in roles.
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