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  1. #1961
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    Quote Originally Posted by Damane View Post
    as for the rdm part, I really dont see why some rdms are so paranoic about other mages getting their abilitys. They are still the master of enfeebling and enhancing magic + they are basicly free to sub whatever they want (i. e. sch wohoo). It will even out the playing field a bit, which I am glad for (well at least a bit).
    Masters of enhancing how? Every Rdm enhancing ability will be available via subjob, and due to the hard caps every mage job will be able to cap them, and Brd and Cor enhancing capabilities put Rdm to shame. As I've stated multiple times already, there's no enfeebling a Rdm has that won't be matched by another job subbing Rdm. As it is, a naked Brd using elemental seal Elegy already shits all over fully merited Rdm casting Slow II in perfect gear. What exactly are Rdm the masters of? Ah right, mp efficiency.

    You say it balances out Rdm with other jobs, but those jobs now have Rdm's unique abilities plus the unique abilities of their main job. Of course good Rdm will still be useful, but they'll be more of a subjob class than a necessary or efficient backline job. Would you give a Blm R3 and Cure IV/V and say it evens the field because they're now interchangeable in parties with those primadonna Whms?

    It's the loss of the uniqueness of one job, while SE claims they're making it a point to preserve the uniqueness of others. I think the people who are arguing to the contrary are just butthurt that Rdms were versatile for so long, and are happy to see them stripped of identity.

  2. #1962
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    Quote Originally Posted by lolwut View Post
    Masters of enhancing how? Every Rdm enhancing ability will be available via subjob, and due to the hard caps every mage job will be able to cap them, and Brd and Cor enhancing capabilities put Rdm to shame. As I've stated multiple times already, there's no enfeebling a Rdm has that won't be matched by another job subbing Rdm. As it is, a naked Brd using elemental seal Elegy already shits all over fully merited Rdm casting Slow II in perfect gear. What exactly are Rdm the masters of? Ah right, mp efficiency.

    You say it balances out Rdm with other jobs, but those jobs now have Rdm's unique abilities plus the unique abilities of their main job. Of course good Rdm will still be useful, but they'll be more of a subjob class than a necessary or efficient backline job. Would you give a Blm R3 and Cure IV/V and say it evens the field because they're now interchangeable in parties with those primadonna Whms?

    It's the loss of the uniqueness of one job, while SE claims they're making it a point to preserve the uniqueness of others. I think the people who are arguing to the contrary are just butthurt that Rdms were versatile for so long, and are happy to see them stripped of identity.
    Your forum-name precedes your statement, lol. SE just stated they will do everything possible to maintain RDM's high status if the situation changes; I have no idea how you formulated all of this. Anyways you DO know that BRD/RDM is gonna only be so effective as opposed to RDM/SCH? You sub BLM for Elemental Seal regardless in that respect to land what's needed. Also enfeebling caps for BLM and WHm will only lag behind alot more with increasing levels, only SCH should keep up normally (and even then I'm sure they will have their hands full a lot more).

    Also RDM aren't masters of MP efficiency, SCH are.

  3. #1963
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    Quote Originally Posted by lolwut View Post
    Masters of enhancing how? Every Rdm enhancing ability will be available via subjob, and due to the hard caps every mage job will be able to cap them, and Brd and Cor enhancing capabilities put Rdm to shame. As I've stated multiple times already, there's no enfeebling a Rdm has that won't be matched by another job subbing Rdm. As it is, a naked Brd using elemental seal Elegy already shits all over fully merited Rdm casting Slow II in perfect gear. What exactly are Rdm the masters of? Ah right, mp efficiency.

    You say it balances out Rdm with other jobs, but those jobs now have Rdm's unique abilities plus the unique abilities of their main job. Of course good Rdm will still be useful, but they'll be more of a subjob class than a necessary or efficient backline job. Would you give a Blm R3 and Cure IV/V and say it evens the field because they're now interchangeable in parties with those primadonna Whms?

    It's the loss of the uniqueness of one job, while SE claims they're making it a point to preserve the uniqueness of others. I think the people who are arguing to the contrary are just butthurt that Rdms were versatile for so long, and are happy to see them stripped of identity.
    Don't bother dude. You can't bitch or speculate in this thread otherwise you're a butt hurt whiner. This is exactly the point I've been conveying, in not as nice of words I'll agree, but I got tired of clarifying myself after every post because people took things out of context, don't read entire sentences, and other wise just fail at reading.

    You're last 2 sentences are what I have been saying all along. I never said "SE is going to destroy rdm." I said they are giving the uniqueness of the job, and making it available to everyone. Orson even admitted SE has not been 100% spot on with all job adjustments over the years, and while it has gotten better of recent, these are changes we have been asking about for years. So you agree in essence in one sentence, that SE is far from perfect regarding adjustments, but then argue in the next sentence that it's totally unreasonable for us to be concerned. Then you add the little comment
    Quote Originally Posted by Orson
    If you actually have an issue about other jobs getting the exact same abilities you have you're obviously just pre-emptively getting upset over the prospect that Rdm might not be the queen mage of exp.
    And that lets me know that what lolwut said is exactly true. I never merit on RDM, its monotonus and boring, and I could really care less about their role in an EXP party. I'm talking about endgame. I'm talking about HNM's and other events. Sure RDM will still serve a purpose, and probably be alright at a few things, but why bother bringing an RDM to an event when you can get about 80% of the functionality out of a job, all its unique abilities and spells, and still set another job to main job. I get that we'll probably get Haste II, and possibly Refresh II. But unless these changes are implemented properly (haste magic cape raise? will refresh's stack?) it's going to suck. Sure RDM will be the best at that, but seriously why bother having a spot for the RDM in the ally if a SCH can do refreshga/hastega and so much more. BLM's wont really need RDM's for refresh, they'll be able to Refresh themselves, and convert every 10 minutes. This is just one of the many things I'm referring to.

    I don't think you guys get it. I'm also excited for these changes too. I'm a BLM first and foremost, and being able to sub 49 RDM is going to be amazing for BLM both solo, and in a party/alliance situation. So on one hand I am very excited for these changes, on the other hand I hate to see a job who's role has pretty much remained the same since the dawn of the game, lose all its uniqueness in one update, and pretty much become more viable as a sub job.

    Quoting again for emphasis
    Quote Originally Posted by lolwut
    I think the people who are arguing to the contrary are just butthurt that Rdms were versatile for so long, and are happy to see them stripped of identity.

  4. #1964
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    edit: double post somehow

  5. #1965
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    Quote Originally Posted by Sho View Post
    Your forum-name precedes your statement, lol. SE just stated they will do everything possible to maintain RDM's high status if the situation changes; I have no idea how you formulated all of this. Anyways you DO know that BRD/RDM is gonna only be so effective as opposed to RDM/SCH? You sub BLM for Elemental Seal regardless in that respect to land what's needed. Also enfeebling caps for BLM and WHm will only lag behind alot more with increasing levels, only SCH should keep up normally (and even then I'm sure they will have their hands full a lot more).

    Also RDM aren't masters of MP efficiency, SCH are.
    I came to my opinion based on the limited information we have available of their current plans, not a guess on what they might do if they decide their initial plan doesn't work. It's what makes my take on the matter speculation, and yours conjecture.

    For the record though, they also said Mythics were going to be better than Relics, we'd get a new tank class during the ToAU period, and that Odin/Alexander would be so unique we'd be asking them how to use them. What's your point, we should look forward to Rdm losing it's identity because we may get the next Footwork when/if they decide to adjust it again?

    We'll have to agree to disagree on that last point.

  6. #1966
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    Quote Originally Posted by lolwut View Post
    I came to my opinion based on the limited information we have available of their current plans, not a guess on what they might do if they decide their initial plan doesn't work. It's what makes my take on the matter speculation, and yours conjecture.
    Uh what? There is literally zero information from SE on rdm 76-99, aside from a hint from some guy at refresh 2.

  7. #1967
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    The showed a picture of a rdm casting gravity and seeing a bunch of manticores with the effect on them.

  8. #1968
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    bindga, graviga, dispelga, silencga, slowga?

    I assume rdm will get all those by the time they hit 99

  9. #1969
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    Quote Originally Posted by fantasticdan View Post
    Uh what? There is literally zero information from SE on rdm 76-99, aside from a hint from some guy at refresh 2.
    You're right, there is no real information on what they might add to Rdm. Everything I've said has been based off definitive statements from SE:

    1. The level cap will increase from 76-99, with no real changes being planned for Rdm as of the job updates announcement on the official site.

    2. Defining traits of other jobs (Yonin/Innin and Solace/Misery) will not be available at full potency if at all when subbed. The reason given for this was that it damages the uniqueness of the main job.

    3. Rdm's defining spells/abilities will be given unrestricted to jobs using it as a sub, leaving no unique/defining spell or ability for Rdm currently in existence or announced officially.

    My original statement that caused everyone to get all butthurt and say that Rdm was still unique and that Rdm were princesses for thinking it was hypocritical of SE to give the jobs identity away:

    "I love that new abilities like Yonin/Innin and Solace/Misery are considered too integral to jobs to be shared, but Convert/Refresh are open season.

    The part where they said "We're thinking of adding some options for Rdm to do with all the free time they'll have now in parties" made me laugh out loud, since I think they meant "We're thinking of some solo content for Rdm since we're going to crush the usefulness of having more than one in any alliance". "
    What part of that, which I only said because I thought it was funny at the time, was not was not supported by what we know of their current plans?

  10. #1970
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    Quote Originally Posted by toqabowl View Post
    bindga, graviga, dispelga, silencga, slowga?

    I assume rdm will get all those by the time they hit 99
    How does this make RDM any more formidable or viable? We all know how great multi-target spells are at endgame. This might be good for something like dynamis or einherjar. But if all RDM got was existing spells just in a multi-target format, that would be a failure of epic proportions.

  11. #1971
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    Quote Originally Posted by Militant View Post
    How does this make RDM any more formidable or viable? We all know how great multi-target spells are at endgame. This might be good for something like dynamis or einherjar. But if all RDM got was existing spells just in a multi-target format, that would be a failure of epic proportions.


    Just means less of a reason for them to sub SCH cuz thats all they're gonna get aside SCH's AF1 and storms.

  12. #1972
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    You can't do some of those even as /SCH, but yeah I agree that it wouldn't change much outside of small situations.

  13. #1973
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    Quote Originally Posted by Not Kuno View Post
    The showed a picture of a rdm casting gravity and seeing a bunch of manticores with the effect on them.
    Sort of like they showed a whm using convert?

    http://wiki.ffxiclopedia.org/wiki/Manifestation

  14. #1974
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    Quote Originally Posted by lolwut View Post

    "I love that new abilities like Yonin/Innin and Solace/Misery are considered too integral to jobs to be shared, but Convert/Refresh are open season.
    As someone stated mages are going to need better ways to sustain MP, and this is to everyones benefit. Yonin/Innin&Solace/Misery are more of the newly added stance JA's, I suspected they wouldn't be usable as a sub. All the same.. at one point pup was going to be an A in h2h, and that didn't happen. 76~99 is a long way away, more abilities and spells will be added, merits, new content. I have high confidence they will plug more shit in. Some people are looking at level cap increase as a big surprise with little planning. Well I'm sure it has been on their boards, and in the workings for quite some time now over a year +. I think thats why people are panicking.

  15. #1975
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    Quote Originally Posted by Thiefami View Post
    As someone stated mages are going to need better ways to sustain MP, and this is to everyones benefit. Yonin/Innin&Solace/Misery are more of the newly added stance JA's, I suspected they wouldn't be usable as a sub. All the same.. at one point pup was going to be an A in h2h, and that didn't happen. 76~99 is a long way away, more abilities and spells will be added, merits, new content. I have high confidence they will plug more shit in. Some people are looking at level cap increase as a big surprise with little planning. Well I'm sure it has been on their boards, and in the workings for quite some time now over a year +. I think thats why people are panicking.
    Need to understand that they mentioned above each statement that all ideas are subject to change. Obviously they considered it's stance vs MNK and changed it at the last minute to something suitable, that would still please PUPs (I haven't seen any PUPs complaining on any forum).

    However I must agree that people are panicking for nothing. We all know that SE has been stalwart about raising the cap above 75, seeing as they favored buffing and nerfing jobs as they play out (hell they even said they preferred nerfing over raising the level cap if you watch the video well). Then one day "oh, we are removing the cap up to 99," nah, not that easy in planning. I personally believe they took a few factors in when they finally agreed to raise the cap over 1~2 years:

    Spoiler: show
    1) Final Fantasy XIV around the corner-- they would like to retain XI players, and allow them to play both smoothly.

    2) Progression from "old" content-- most everyone that reads these boards along with Alla and KI will agree nothing is exceptionally hard in this game anymore, sans Vrtra which is a semi broken HNM, PW that needs members and a well planned out strategy, and AV which is half plotted out, and half unavoidable bullshit. Can do new exciting level 90~120 fights vs HNM.

    3) Giving "normal" players a chance at current loot.

    4) Reviving the game in part through new leveling up and meriting. People love doing this, don't deny it lol.

    5) Allowing the unfortunate (see: "lazy") people hand-holding venture through soon-to-easy missions with higher levels. Well, and finally coming to terms with the fact that they fucked up with CoP level caps.


    I actually believe they'll do a perfect job with all mage classes and fuck up on balancing SAM, WAR, NIN and RNG. Especially SAM.

  16. #1976
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    It's lots of content for little work. Issues come through balancing jobs and equipment, but it's still easier than creating new stuff for the current level cap (with the resources they have available, I bet it's not much). If they just raise the cap by a little, people will be busy for ages. There's no better timesink than exping in this game, tbh.

  17. #1977
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    Quote Originally Posted by Militant View Post
    How does this make RDM any more formidable or viable?
    oh IDK my post didn't say anything related to that...

    lern to troll moar... :/

  18. #1978
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    Quote Originally Posted by toqabowl View Post
    oh IDK my post didn't say anything related to that...

    lern to troll moar... :/
    Lern to not b a idiot moar. This is the advanced section. Go away.

    Love it when people post stupid shit then try and play it off like they were trolling.

  19. #1979
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    Quote Originally Posted by orson View Post
    SE has basically said that convert and refresh will most likely not be nerfed for subjobs. They said they'd rather just add new things to Rdm to them unique. Convert isn't that powerful overall in the grand scheme of things and I doubt Refresh II will stack with Refresh. If you look to the past, abilities from the core 6 jobs are not nerfed when subbed.
    Sneak Attack and Trick Attack (from THF, one of the core 6 jobs) is nerfed when subbed.

  20. #1980
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    Quote Originally Posted by Crab_Cake View Post
    Sneak Attack and Trick Attack (from THF, one of the core 6 jobs) is nerfed when subbed.
    Ya I totally spaced on those ones because of how no one uses that sub any more really. Mainly though I still think unless SE really gets cold feet about it I doubt we'll see a /rdm nerf. Time will be the only way to tell 100% though I guess.

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