DR should be removed, i hate people getting away from me after being knocked to almost no hp.... or give me Piercing talon back :)
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As someone whom was leveling a sam,I played a bit to much sam in pvp (there LB is fun and scary). All I can say is I lived way to much where my bard or rdm would had die if roles were switched.
I get in the zerg that is frontlines, melees can feel squishy but they shouldn't be a tank
Agreed. Granted bard can stay farther away from the fight than rdm or monk. Melee definitely needs some DR in frontlines, it's just currently too much.
Some jobs that are categorized as melee have advantages in their kit like high potency, good escapes, multiple CC's, multiple ranged attacks that are also high potency, don't deserve to be this tanky.
I would love it if there was a bit of a change. But I doubt it will come about in terms of a rebalancing. There are those that decry being multi-cc'd, but what choice do you have when you have to throw everything at that Ninja. Or that Dragoon to stop them in their tracks so they just don't get away? Or heck, to keep that Paladin from cheesing at Onsal. A flat DR was not exactly the optimal choice, I'd advocated a return to the older DR value for the DPS melee, or a slight buff to the old value so they aren't completely squishy just some sort of happy medium. And just keep the tanks at their current since they're... tanks. It couldn't be that difficult of a fix. Especially if they can nerf specific actions on a variety of classes. Or is this the spaghetti code thing?
Melee are too durable for sure.
- Someone who enjoys melee in frontline.
Yes, they are too durable but on the other hand with all the aoe dmg, lb's and cc's in an FL match it would be too hard to survive an jump in. Something like an additional immunity to all cc's in exchange for less DR might be an idea.
I imagine that a lot of balancing is just to adress the impacts of LB's and CC's
and with the comeback of RW certain skills might be even more OP.
As a Rdm in frontlines with less hp than ranged dps, I know diving in can be dangerous, but that's why you are supposed to play smart and decide when it's a good time to dive in vs staying back. High risk vs high reward for connecting with a target. Not just be immune to bad decision making and having enough hp, damage reduction, and escapes to avoid a group of 4-6 people because you wanted to yolo their base.
This, just like before you're supposed to play it smart and know when to dive and to retreat.
Right now they're so tanky that it takes a whole group to take a single melee down, it's actually worse than tanks, and that's not normal. And all that while dishing the most damage.
Dancers need to constantly be in danger because of their limited range and it takes a single mistake or such to just delete one.
A ninja can stall for so long unless you just have the jobs that can make escape hard (Warriors's chain pull/White Mage polymorph etc).