Let's make Melee even more worse than they are already though. Buff spellcasters. Such amazing idea.
What makes you think anything changed since patch? Besides the jumping fix and weapon throw having no positional requirement (which, I never even had a problem with pre patch), nothing has changed. Unless, of course, you're factoring MRD into the 'Melee' category, then by all means, Melee is too strong. Specifically speaking for the 'real' melee - MNK / DRG, they're still painfully mediocre.
monks and dragoons can remove sprint now, all instant miasma spam snares removed and u have urself 20% snare that boost ur uptime. Monk can remove shields and buffs so it is pretty unique with melee and dragoon can even jump out from the bind that is only cc what summoner and bards even have. What do u want more? 100% uptime all of the time? I have seen few good dragoons and monks if they know what 2 do they are really useful. You just keep talking about melees sux but you do not have the reason why melees suck. I m sure SE think carefully what they are doing.
They always could've removed sprint before the patch. Are you serious?
That is, unless, you don't get globaled first.Quote:
all instant miasma spam snares removed and u have urself 20% snare that boost ur uptime.
Deciphering your spelling and sentence structure is already a challenge, so it's hard to figure out if you're trolling or being legit. I have no problem being kited, but let's not act like this game is complex, because it's not. DRG / MNK can only do so much. There's a limit on the class' ability, no matter how exceptional or talented you are. DRG's point is to do damage. MNK has a little more versatility with being able to remove buffs and pacify people - but that's where it ends. There's nothing clutch about these two classes. MRD for example has a Healing Debuff, Burst, Stuns, Grip and is Tanky. They are the perfect melee.Quote:
Monk can remove shields and buffs so it is pretty unique with melee and dragoon can even jump out from the bind that is only cc what summoner and bards even have. What do u want more? 100% uptime all of the time? I have seen few good dragoons and monks if they know what 2 do they are really useful. You just keep talking about melees sux but you do not have the reason why melees suck. I m sure SE think carefully what they are doing.
If this patch didn't have class composition requirements, then I promise you double ranged would still dominate. Double Melee never had a chance to begin with and the main reason is because of the ability to be kited and the superior damage / CC ranged provide. BLM / SMN for example. And don't put words in my mouth. No where did I say 'sux'. I said they are painfully mediocre and inferior to their ranged counterparts. Which is true. The only reason they remotely have a chance is because of forced compositions.
It is sometimes difficult to kill 90 SMNS when I get hit a 2900 crit in one hit :( Watching all of my HP just go kaput like that. That aside, ranged will always have an advantage in this game I think, because they will always be able to hit a target as long as they are in their line of sight. Melee sometimes can be right on a target and try to hit someone and nothing happens, I've had it happen before. Ranged will never have this issue. I think spell casters being interrupted on hit is actually fine as is, considering all the CC they get.
Marauders can not remove sprint also and have no gap closer or snare but i agree burst is maybe bit op since they can kill their target in single stun alone as tank but there is times when u need 2 do defensive playstyle and use ur defefensive cooldowns and start kiting when u notice opponent press cooldowns. If you notice summoner put all their pet cooldowns and raging strike and u are doing nothing but tunnel ur target ofc u get globaled and u do not deserve win. Melees capacity is doing really good damage while target is running around and ur damage stay same even if some1 attack on you. Since ranged class rarely can do maximal potential damage because of walls and pillars. Both have their own weakness and strengths. And I m not trolling. I have played long same kind of games. I just try help you understand the game mechanics and why the game is like it is. I m sure SE think carefully what are they doing. Happy gaming.
Its a typo with one single letter. I hope you didn't dismiss his post just for that.
I do not believe for a second that his posts are serious, especially when there's a spell checker involved. Even though I had dismissed it before that post, this was where I truly lost care --V
Because that is simply untrue.Quote:
I m sure SE think carefully what are they doing.
How do folks feel about equanimity Cd being reduced to 85 seconds? :<
spell caster 100% interrupt seems like a decent trade off for melee having a 100% interrupt rate from lag/chasing/position checks
Equanimity
10char
Equanimity is still plenty strong for a healer. More so with the current Healing Reduction nerf. Adlo is silly strong now as getting one off enables you to get the next cast off most likely due to people unable to break of Galvanize shield to consider an interrupt.