Yeah, it used to be that /nin was generally the tradeoff people made when personal survivability was a factor. Nin offers nothing to most jobs but survivability (except bst and war, which gain dual wield).
Yeah, there's a lot of bosses (some of them very trival bosses) where I don't want the THF behind me even to TA. He eats an auto-attack cleave and he's dead or near it.everything hits for high damage combined with multiple status ailments, etc. Even many NMs these days have AoE basic attacks.
At that point, your "contribution" is worse than the cost. You're feeding the boss TP, you're costing the healer MP. You're creating more enmity for the healer which can be a factor in prolonged fights.Amnesia (or: ugh, I can't do anythinggggg); Amnesia, as stated, is one of the worst threats in the game, comparable to a mute effect on the mages. But the problem is that mute is nearly nonexistent and non-viable because it locks out your healers instead of just your nukers, leading to a complete party catastrophe, while amnesia is so commonplace that it's easy to see why most melee are hanging up their weapons. If you're constantly stuck in auto-attack, unable to use your JA or WS, you're literally just sitting there swinging and waiting with minimal contribution.
The thing is, I can think of a few Amnesia-level debuffs that could exist (think nyzul lockout-floors), but I don't want to see mages going through the same crap. Hey, once in a while it's a fine mechanic but it's used too much. Way too much.
I really don't want to see "Amnesna" behave like cursna, but if it did, I'd like it to provide protection for a duration based on healing magic skill. "JoeMage casts Amnesna on Kensagaku. Kensagaku is immune to Amnesia for 30s.".Just like Silence as Silena, I think it's time for Amnesia to have its own spell. If it balances it a bit more, make it something like Cursna, where it's not a 100%, but do make it something of a higher proc rate than non-gear Cursna.
I've said before that I think HP scaling stops people from being carried, so I want it to stick around. This is another case where the problem is in the game mechanics, as you point out in your untruncated post:If it gets to the point that you have to exclude to get a minimal number of people, it's a good sign that HP scaling has gone too far.
More than the people necessary to create a skillchain, scholars included, are wasted slots, but here's something that people don't usually know: NMs gain a short buff to reduce magic damage taken after being nuked. While cumulative, the buff wears quickly. This means that while the gains from additional nukers is not as punitive as additional melee, it still exists (source). It's also interesting to read threads from that era, rather than relying on people's memory.
Perhaps addressing some of the problems with content and combat design will fix this.
I'm going to shamelessly plug a post I made, but I believe melee need a way to ws without interfering with or contributing to skillchains.
Until something is done about this, too many melee is just a really big problem.


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