Triple the "lively AH"
Triple the shout content
And triple the number of shitlord soloers
Triple the "lively AH"
Triple the shout content
And triple the number of shitlord soloers
New JPside Devposts:
1) Talking about how lights+TH affect HMP in Voidwatch. If you use the item, it caps out the category and TH does not increase it further. (Think this is just confirmation for what the wiki here says.)
2) Talk about RDM. Basically, they are worried that buffing RDM would replace BRD/GEO/COR so the previous "I'm considering.." from Matsui has come back as "We have no plans.." XD There is also a text error on one of the RDM AF+3 pieces.
3) No plans to change /itemsearch function to allow for partial matches because it would be too heavy a load on the client.
4) No plans to update which NPCs can fight in which campaigns. States that it would take two months' worth of updates to implement.
5) Weekly Devpost summary. Fujito has a cold/allergies again.
2) Fucking lol. The day when a job with weaker potency and resistable/curable debuffs and dispelled buffs replaces stronger geo buff/debuffs that can't be resisted, erased, or dispelled is the day rdm becomes main healer of 5 melee pt again. Cor buffs are too unique and has wider range. I guess brd maybe
And 2) was actually pretty long for a dev reply, in response to Raamen who wrote like 3x maxed out posts in-a-row suggesting buffs/adjustments to RDM, so I condensed it down as much as I could. Would probably be a good idea if someone who was better at picking out the details went thru there, since I know I glossed over most of it. Reading it again, I think it's more that the recent mob nerfs covered the buffs that were being considered, and any further buffs would cause an imbalance.
Well, without knowing what all was written about the RDM stuff, I'll just default to my usual issue with the job being its toolkit. In a game with a community that values optimization to a fault+3, people aren't going to want a second rate healer, nuker, and habitually non-existent meleer. This, after further realizing the class' debuff options are mirrored elsewhere, even if at just lesser potency. Immunities are still a thing and immunobreak helps those other jobs, too.
What to do about that is going to forever remain a point of contention. Some are and still are okay with the class being a wannabe WHM, further wanting things like Temper being usable on others. Others would favor some more unique and potent debuffs, like a means to slow the ready speed of enemy TP moves or to directly nerf their damage before other stats are considered. Others, still, would like to see the class get a bit closer to BLU when it comes to offense both physical and magical. Some things could still use touch-ups like T2 Enspells and their on-strike skill factor. It's not like SE hasn't been given oodles of options, but I almost imagine there's demotivational picture of a black and white Tanaka looking angry captioned, "NEVER BUFF RED MAGE!" in their office.
My typical reply there is that where things like gear/sub options and stuff like MP cost comes into play. I'd be "okay" with RDM having its default stats slightly nerfed if they received a trait that more specifically adapted to their chosen sub. Like going /WHM would increase -enmity and cure potency. /BLM would favor nuking. /SCH would mix a bit of of those two while /WAR could impart +enmity and damage mitigation outside the standard equipment slot values. Melee damage already takes a hit by casting, even if limiting yourself to self-buffs, but different subs could do different things here, too, like much higher crit rates if /THF, super juiced enspells /DRK, and so on.
I get the fear that they don't want someone being an expert at everything all at once, especially with gear swapping being a thing, but it's been an overblown paranoia for years now. Trying to make a RDM main heal and nuke at the same time will result in a RDM without MP in short order. That's just the eventual reality of spitting out Cure IV's to counter AoEs and the costs of regularly paced T3/4 nukes. Full-timing refresh gear just isn't possible when doing that, even if you may be able to wriggle in a piece here or there for specific tasks. And while you might have some out there thinking, "Well, I can DO that, you noob!" I'd venture a guess it relies on other factors like double ballads and party members not being stupid about taking damage. In other words, it's not just the RDM acting alone.
Nonetheless, Jacks face this problem in all MMOs. If they can't be situationally specialized, they inevitably become classes that don't get played or invited. RDM's popularity and/or notoriety in the early days weren't the fault of RDM alone. Things like WHM being underpowered, Utsusemi being the most broken ability in existence, and BRD being the only other class with Dispel early on contributed. And if we're being honest, RDM probably was balanced until level 40. After that, things start getting pretty lopsided.
I think they should go the BLU route and make RDM potent at both magic and melee, but with a stance swap that nerfs the other aspect and buffs one... in other words make Composure fucking usefully (fuck buff duration) and add a 2. Stance for meleeing + enhance some of their Skill Ratings to C+/B+ for stuff.
on a side note WHM could use a revamp on banish spells and holy for nukeing. Shits garbage.
Yeah, stances were something I tossed around in the past when SE had that sort of boner for SAM and such, but thinking about Dispel-happy mobs just kinda makes me feel icky about it. Otherwise, I'd also wants the elemental accuracy merits compressed into once generic MACC option, with something like buff duration potency and +enspell added. Like other merits, there'd obviously be a "best choice" but it'd still lead to some more interesting theorycrafting. Or SE could get their stick out of their butts about merits overall and just let us cap everything for a job.
Alas, wasted potential.
New JPside devpost: Oboro JSE weapons will remain undeliverable due to the complications of flags involved..
Personally, this doesn't make too much sense to me since I've personally received a couple on mules from gobbie box, and those mules most definitely did not have the appropriate flags normally needed to acquire them. I could understand if it was an issue with ones that had already been augmented, but base ones don't seem like there should be actual problems with sending.
Also, the delayed Spring Alter Ego Extravaganza will be starting May 1st, and it looks like they have not adjusted the roster to remove/replace ones like Adelheid who are now available from the starter ROEs.
I made a post about RDM stances almost 8 years ago on OF their argument (paraphrased cuz I don't feel like digging it up):
something along the lines of:
While SCH has stances to boost potency of black magic while reducing potency of white magic and vice-versa, our intentions for RDM is to be a jack-of-all-trades at all times. In other words, sacrificing potency in one area to boost effectiveness in another does not fit our model of RDM being able to do a bit of everything seamlessly.
This was in response to a post I made about a Faith/Brave spell (since they were in the .dats at the time). Faith would boost MAB/MACC and Cure potency, while Brave would boost Att/acc/storeTP. The spells would be mutually exclusive and overwrite eachother.
Personally, I think RDM would suddenly become desired again if either:
1: Haste II could cap magical haste by itself (or add Haste III that does the same thing) and they had a potent MDB- enfeeble (maybe -20 or so), or
2: RDM got Curaga III, either natively or through /WHM, so it could solo heal melee parties on NMs with frequent AoEs (and some HP healed > MP gear would be nice too).
Found it weird after playing XIV for 2 years that there's only reallly 1 dedicated healer in XI: WHM. RDM and SCH can heal fine in 6-man parties, but for actual hard alliance content, you really need a WHM. Bio III/Phalanx AoE/Frazzle III/Blind/Slow/Para/Addle theoretically should cripple the mob's damage, allowing Cure IV to sustain the group, but in practice it doesn't, and mob TP moves are crazy strong (probably because SE has wised-up and knows DPS jobs are swapping in PDT/MDT gear). In practice, it doesn't and it's sad because RDM should have been a viable healer in endgame content along with SCH. Weird that there's like 16 DPS jobs in XI, but only 2 tanks and like 1 healer, maybe 2 if you count DNC, but lol. I wish they had adjusted RDM and SCH years ago to give them their own ways of being competent healers that weren't miles behind WHM. The Healing Skill patch helped a lot (especially SCH), but RDM still needs /SCH for any effect. They could have also adjusted Cure V such that only WHM's version had reduced enmity, through a trait of some kind. Or gave RDM and SCH an alternate spell that had some other name, like Curaja.
If they made the potencies of buffs scale better (or in some cases at all) with skill rdm might become more popular. Also making all the self only into party only would help. Kind of sucks that whm can basically use most the same buffs only better.
Similar could be said for a lot of the old debuffs in terms of scaling.
Simplest solution is to make Dia III potency variable and make the attainable cap somewhere around 35%
That would be nice sure, but it's already easy to cap attack. Rdm has bigger problems:
-haste 2 is only 30%, thus you can't replace a geo or brd.
-can't really function as a healer (outside of no-melee setups where only 1 or 2 players are getting hit), because AoE damage is huge and subbed curaga doesn't cut it.
-can't aoe fucking anything. The supposed enfeebling/enhancing specialist can't do aoe buffs or enfeebles without relying on subjob, and even than you can't aoe refresh 2/3, haste 2, or any rdm specific enfeebles.
-too subjob dependent. needs /nin or /dnc to not be shit at melee, needs /sch to make up for crappy magic skills and lack of status cures.
-actually decent melee nowadays (with 1200+jps), but requires extremely specific gear and augments (IE TA taeon, crit damage taeon, carmine) due to poor gear selection, thus wasting tons of time/gil/inventory space on junk no other jobs would want to use.
-brings nothing to a mage setup besides frazzle 3, which many endgame things resist due to it being dark, and is not needed more often than not. rdm nuking is a joke compared to blm or sch. other mages don't need refresh 2/3.
I feel like the only non-superfluous spot for rdm nowadays is as a melee that brings some debuffs/utility (distract, addle, cures, etc), but blu fills that role a lot better.
Pairing with a BRD and relying only on unresistable Dia eliminates all of the important problems except Attack capping.
Or bring a blu which has an easy to land -20% defense down that stacks with dia instead? If you have a brd you don't need distract.
New JPside devposts (back-to-back postings btw XD):
1) Someone complained that Barkarole Earring was not reacquireable, and was corrected.
2) Someone asked about Blood Pact mods, and Salalaruru said they'd pull a list together but might take a bit.
... The ease of communication and getting answers on JPside is the one thing about this game that has always bothered me. ;;