@NeonC: i have feel the same while the beta.... why all the class of the game (you can check) have DoT???
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@NeonC: i have feel the same while the beta.... why all the class of the game (you can check) have DoT???
DRG here and honestly I'm topping the parses right now in my group in Coil, have cleared through turn 4.
Monks may be in need of some buffs or tweaking, but DRG seems fine how it is.
Check this out
Melee were meant to be high risk, high reward type of damage dealers. I'm not saying Ranged doesn't have an advantage of having less headaches - I'm saying melee is frankly harder to play.
Exactly.
YOU can move all you want as long as the Mob stands still.
But as soon as the mob moves (even if it still clearly looks in range) skills get interrupted.
I'm sure this is a game engine issue that they're aware of.
Fixing this issue will help a lot.
Tack on a couple QoL changes to key skills like tackle and jump, and this discussion would be pretty much moot.
Two thoughts:
1) Until you've played a warrior to endgame, you don't know what it means to play a useless class. At least melee dps have the potential to do well and have a unique LB that is in fact quite useful on many encounters.
2) Who's to say that every class needs to be exactly as easy to play as every other? Range dps is undoubtedly the easiest role in any MMO, with melee tanking more awareness and effort, and then healing, and then tanking (Depending on the encounters, this can vary greatly of course.) What's wrong with melee being more difficult so long as they can contribute?
Last thought: This doesn't need to be balanced by class changes, but rather by varying encounters. Ex: The Demon Wall boss in AK. That is a prime example of a boss where Melee DpS> Range. They don't have to stop dps at all, unlike casters who are constantly interrupted, and they have a better limit for the encounter than bards.
SE just needs to balance how they structure their boss encounters more.
AoE in this game hit both melee and range with only few exception. With melee you can still dps while avoiding aoe, as long as you stand in range. Dont forget that DRG got skill with 200 and 300 potency while the only 190 potency skill brd have is misery end which only proc when target below 20% hp.
From what I've seen, mele DPS have to deal with short aoe and long aoe while ranged only have to deal with long aoe, also the melee have to scape and enter again to hit the boss while the ranged only have to evade the circle to keep dealing damage. Futhermore the melee have to evade the cleave and thats not simple at all when the tank have to move the boss or the boss have to rotate between two tanks.
In coil: first mini boss has special area only for melee. Caduceus: melee have to evade the tail swipe and the cleave when the tank moves it. ADS, special area only for mele (and when -25% extremely big area only for melee), boss have to rotate between tanks and tanks will move when short areas so easy to get a cleave attack.
I always played ranged dps in other games and here I'm seeing that melee is far unbalanced dps if you compare with ranged dps.
false, bard trait +20% action damage.
False, The only AoE melee have to evade is the circle aoe that hit around the boss. All other aoe including frontal aoe like land slide or lock on aoe like weght of land, both melee and range need to dodge them.
In coil melee will never ever have to dodge tail whip because only brain dead melee stand behind boss instead of side. For ADS if it is your tank or your group fault if you cant make 2 tanks stand at 90 degree thus cleave will never ever hit melee dps. Also in ADS, range dps too have to position themselves in W formation to avoid AoE.