9.16.2010

Job Rebalancing: Who Goes Where

Above, BLM AMII Damage,
Restoring Original RDM < BLU < BLM Damage Distribution

BLU was a pretty weird job. A lot of its high MP cost/Area of Effect spells were supposed to parse it somewhere between RDM and BLM as magical nuker. Of course, the mistake (or perhaps success) the developers made was to make the damage differential between physical and magical spells too low, the MP cost spread too large, and the cast and recast times of the physical spells too attractive. BLU became a DD, not a nuker.

But the Level Cap increase begs a lot of questions: What is a nuker? Does it have to deal magical damage? RDM was originally supposed to be a frontline fighter-mage hybrid and still constitutes a nuker. What difference does it make if it deals physical damage rather than magic damage?

BLU is no longer a DD in the traditional sense--technically, it never really was. It has always been a hybrid class, but the grand revelation is that the mix does not come from physical and magical Blue Magic, but rather from Sword and Blue Magic as a whole. This is why even physical Blue Magic is counted by various sources as magic damage.

As such, BLU is now a "frontline nuker" in the highly conceptual sense. It falls somewhere between RNG and BLM in terms of functionality and design. RNG's DPS was originally inversely correlated to its spike given the distance function of ranged attacks. BLM, of course, has virtually non-existent DPS in exchange for some of the best spike damage in the game. Furthermore, RNG provides physical spike while BLM provides magical spike.

Now we see BLU offering solid, middle-range DPS and weaker spike than both BLM and RNG, which it compensates for with other unique abilities (including the capacity to tank). BLU's best spike is still primarily physical, which begs the question whether another job will fill what logically follows: a solid, middle-range DPS with magical spike and other unique abilities to compensate.

RDM is an ideal candidate, but first SE will have to induce RDMs to use swords and nuke. First of all, give RDM some Swords and Shields with enough MAcc/MAB/Cure Pot to make up for not using staves. Second, En-spells with extremely powerful enfeebling effects that remain in effect via melee would certainly induce RDMs to use their swords, and the decreased attention to casting debuffs would allow them to devote some MP to nuking. Finally, more Weaponskills like Death Blossom would further incentivize RDM Melee.

Of course, for this to work, SCH and WHM will have to take on the mantle of full support. People generally compare SCH and RDM, but SCH should ideally fall between BLM and WHM, not WHM and RDM. While SCH is getting enhanced healing and nuking capacities (and no melee capacities other than Occult Accumen), RDM should be getting more melee and debuff abilities to diversify its position. If SCH and WHM can successfully wrest the healing and support functions away from RDM, RDM can be drawn away from support and closer to offense.

This isn't to say that BLUs can't throw on a staff once in a while or that RDMs can't DoT Kite to their heart's content. But I do believe firmly that is not in the spirit of these jobs to play in those ways. Just in the same way SE has been successful in realigning BLU to suit its original design (in a way that is consistent with player expectations), I believe RDM should receive similar adjustments also consistent with player expectations.

I'm sure RDMs would enjoy opportunities to do something other than -fresh whore and Slow II.

4 comments:

Anonymous said...

Well rdm is suppose to enfeeble. And gravity is the main thing keeping rdm away from enemies. If the en-spells lowered elemental resistance that could draw in more appeal, but rdm in parties is suppose to enfeeble (with the highest skill). Even blu doesnt do very much dmg melee wise. It wont ever be on par with Sams or Drgs, even Wars. And nuking just does so much more damage, it's hard to kill something slowly with a big nuke in hand.

Eremes said...

Firstly, Gravity is no longer as great as it used to be. I'm sure they'll eventually give RDM Gravity II, but a lot of new enemies are immune to the effect.

Second, BLU's sword DPS isn't its main strength, but it supplements its "nuke" damage and skillchain damage. In theory, RDM is supposed to behave the same way; its melee DPS was supposed to be supplement its magic talents. This is one of the reasons why RDM was given so many MP and defensive tools; it was originally supposed to be frontline with other DDs and tanks.

Unfortunately, poor implementation and balancing has created a lasting reputation for RDM to be unable to melee; SE hasn't given RDM enough incentives to melee, including (historically) poor melee skill, poor access to weaponskills, poor access to DD equipment and no value to their melee DPS. Its MP and defensive tools went to an entirely supportive function. But RDM is not a pure mage class like SCH. To enhance its uniqueness, I think SE should give them far more incentives to use a sword.

The reason I said En-spells with enfeebling effects is that since XI has determined RDM's strength being Enfeebling (RDM has not always been an enfeebling specialist, see FF1, 3, 5), then they can incentivize meleeing by making something like Enslow. An extremely powerful Enslow that requires continuous meleeing to keep the effect in place would give RDM huge incentives to frontline. Spending less time supporting and less time trying to stick enfeebling spells would allow RDM some more chances to nuke, ultimately making it the magic-damage analogue to BLU.

Enspell II was originally supposed to accomplish this, but the playerbase seemed to unanimously determine that the effects of Enspell II were too pithy to incentivize RDM melee. That's why I believe that unless they made some absurdly powerful Enspell to boost RDM melee up to normal levels, Enspells with *extremely useful* enfeebling effects would be valuable enough to encourage RDMs to melee.

Picture Enparalyze that has a massive proc rate but wears off if the Enspell-user stops meleeing. You'd want the RDM constantly meleeing the target to keep Paralyze processing. Sambas were designed precisely in this way so that DNC couldn't just Samba and fall back; they would have to remain frontline to keep their effects up.

Now that RDM is auto-attacking and enfeebling at the same time, and WHM and/or SCH are AoE buffing/healing the pt, RDM can focus on covering WHM or SCH's bases on support (Refreshing/healing allies) but can focus on weaponskills and "nuking" in ways it never could before--in ways BLU has been ever since it was created.

In that way RDM and BLU would be analogous, yet wholly distinctive jobs.

That isn't to say BLU and RDM can't use staves and backline for certain situations; both jobs would retain all their existing versatility to satisfy how players currently expect the job to be played. But as it stands, RDM *never* frontlines unless it's soloing, and that is obviously indicative of SE's failure to rebalance RDM sooner. Its current reputation and use are the result of years of unresponsiveness to player expectations--something SE is notorious for.

Anonymous said...

Well i always sit up front on blu, its just as rdm they go through mp so quick, its hard to justify putting up enspells and defensive tools when it can contribute to a party in other ways. i think the best fix would be to give blu/rdm an A+ ranking with a sword (pld's only dmg comes from Atonement anyways). Maybe some enspells as impressive as Enlight could help. But enslow seems more like a Dnc ability currently. we'll have to see what happens with the next cap increase ^^

Duy Nguyen said...

Esone here brother (if you remember), just dropped by on a whim, and I really like your mentionings for RDM. Hope all is well. Peace.