OmnysValefor
05-08-2016, 08:03 AM
In the current design of endgame, the maximum number of melee players wanted in most fights is 2.
Or one if the tank can reliably land weaponskills (or if Atonement is an option) or if the melee can self SC (DNC / SAM) or TP's fast enough enough to SELF-SC incidentally reliably (extremely geared DNC / SAM / BLU).
There are a few reasons that melee aren't welcome. Melee require healing, hasting, babysitting for debuffs. Melee take a lot of damage, are more prone to random deaths, and can be neutered entirely with Amnesia.
The biggest contributor is that a second or third melee is a wasted spot. There's no room for them to WS, so all they're doing is contributing to the bosses buildup of TP, the effort the healer needs to put in, distraction from watching the tank, and the enmity that the healer generates. This is true in the simplest of content, like Capacity Point parties. They're also costing a spot that could be replaced with another nuker or GEO or COR (or BRD if its buffs are made relevant again).
I propose the ability for a player to shut off their ability to skillchain with a command like /noSkillchain or /nosc. I would even go so far as to say that while this mode is enabled, that players Weapon Skill Damage should be increased by say 10%.
Then, if you two BLUs chaining CDC for Light, the monk can type /nosc and freely weapon-skill without interfering with the SCs. Tanks can freely WS.
I imagine that when you use a ws, like Asuran Fists, it places a debuff on the boss for Gravitation and Liquefaction and the next WS has to correspond to SC or overwrites the debuffs. Why can't a person just disable their own debuffs. If this is how it works programmatically, it shouldn't be hard to disable the appliance / conflict with sc-debuffs. There are weapon skills that have no skillchain properties (Spirits Within, Sanguine Blade) but they tend to do awful damage on high end content (due to magic accuracy, and whether the person has an MAB set for the WS).
I would apply a 3-minute-cooldown to the usage of this command so that it can't be exploited by any means. However, if you have 3 melee and one were to die, it would be nice if the non-skillchainer could activate skillchains again and replace his fallen comrade.
/nosc should either apply to pets as well or have a /noscpet command too.
- - -
I don't for a moment believe that this will fix the lack of desire for melee jobs, much more needs to be done, but with haste-capping being so easy to attain, there is so little reason to bring more than what is needed to create a skillchain, even on easier content.
And none of this touches on the fact that if one or two SCHs is useful on the boss, which is usually the case, the only one near the boss is usually the tank.
Endgame needs a lot more work than this, but this would be a start.
Or one if the tank can reliably land weaponskills (or if Atonement is an option) or if the melee can self SC (DNC / SAM) or TP's fast enough enough to SELF-SC incidentally reliably (extremely geared DNC / SAM / BLU).
There are a few reasons that melee aren't welcome. Melee require healing, hasting, babysitting for debuffs. Melee take a lot of damage, are more prone to random deaths, and can be neutered entirely with Amnesia.
The biggest contributor is that a second or third melee is a wasted spot. There's no room for them to WS, so all they're doing is contributing to the bosses buildup of TP, the effort the healer needs to put in, distraction from watching the tank, and the enmity that the healer generates. This is true in the simplest of content, like Capacity Point parties. They're also costing a spot that could be replaced with another nuker or GEO or COR (or BRD if its buffs are made relevant again).
I propose the ability for a player to shut off their ability to skillchain with a command like /noSkillchain or /nosc. I would even go so far as to say that while this mode is enabled, that players Weapon Skill Damage should be increased by say 10%.
Then, if you two BLUs chaining CDC for Light, the monk can type /nosc and freely weapon-skill without interfering with the SCs. Tanks can freely WS.
I imagine that when you use a ws, like Asuran Fists, it places a debuff on the boss for Gravitation and Liquefaction and the next WS has to correspond to SC or overwrites the debuffs. Why can't a person just disable their own debuffs. If this is how it works programmatically, it shouldn't be hard to disable the appliance / conflict with sc-debuffs. There are weapon skills that have no skillchain properties (Spirits Within, Sanguine Blade) but they tend to do awful damage on high end content (due to magic accuracy, and whether the person has an MAB set for the WS).
I would apply a 3-minute-cooldown to the usage of this command so that it can't be exploited by any means. However, if you have 3 melee and one were to die, it would be nice if the non-skillchainer could activate skillchains again and replace his fallen comrade.
/nosc should either apply to pets as well or have a /noscpet command too.
- - -
I don't for a moment believe that this will fix the lack of desire for melee jobs, much more needs to be done, but with haste-capping being so easy to attain, there is so little reason to bring more than what is needed to create a skillchain, even on easier content.
And none of this touches on the fact that if one or two SCHs is useful on the boss, which is usually the case, the only one near the boss is usually the tank.
Endgame needs a lot more work than this, but this would be a start.