Page 3 of 22 FirstFirst 1 2 3 4 5 13 ... LastLast
Results 21 to 30 of 217
  1. #21
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    I think one possible solution could be adjusting some of the boss mechanics. Like a lot of bosses have ranged attacks that never target the tank, how about if those attacks wouldnt target melees completely and just ranged classes?

    Also upping the number of donut AOEs could balance it out further too.
    (0)

  2. #22
    Player
    Tribunus's Avatar
    Join Date
    Aug 2013
    Posts
    188
    Character
    Tribunus Augustus
    World
    Ragnarok
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by ChaozK View Post
    But thats what makes them interesting, i dont want them to make melees as mindnumbing as some of the ranged dps.

    Changes i would like to see the most would be easier keep up for greased lightning for MNK and some ways for DRGs to not get fucked up by AOEs for using jumps.
    Your a lancer you have TWO skills requiring a flank or behind, ALL monk dps skills require a position and when you start comboing your moving from flank to behind constantly. Theres really no comparison between the two melee classes and unless you also have mnk at 50 and have done the atleast some of the content at 50 you dont really know what your talking about sorry.
    (1)

  3. #23
    Player
    cfStatic's Avatar
    Join Date
    Aug 2013
    Posts
    86
    Character
    Reyka Skyyguarde
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Trion Worlds(RIFT) had a really great philosophy about melee vs. ranged dps. It was that because melee are subject to all sorts of things, and generally speaking they're the less 'safe' option, their dps, on average, would always be 10% higher than that of ranged.

    As a DPS player, I'm there to kill things as fast as possible while putting the least amount of stress I can on my raid. I love melee DPS, but if this continues on I'd be really tempted to roll a BRD.
    (1)

  4. #24
    Player
    Tribunus's Avatar
    Join Date
    Aug 2013
    Posts
    188
    Character
    Tribunus Augustus
    World
    Ragnarok
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by cfStatic View Post
    Trion Worlds(RIFT) had a really great philosophy about melee vs. ranged dps. It was that because melee are subject to all sorts of things, and generally speaking they're the less 'safe' option, their dps, on average, would always be 10% higher than that of ranged.

    As a DPS player, I'm there to kill things as fast as possible while putting the least amount of stress I can on my raid. I love melee DPS, but if this continues on I'd be really tempted to roll a BRD.
    Yes and due to the natural disconnects melee suffer with aoe and movement 10% would actually in the end equate to 0% and thus leaving everything quite well balanced.
    (0)

  5. #25
    Player
    Enforcer's Avatar
    Join Date
    Aug 2013
    Posts
    33
    Character
    Cid Sanitus
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Tribunus View Post
    Yes and due to the natural disconnects melee suffer with aoe and movement 10% would actually in the end equate to 0% and thus leaving everything quite well balanced.
    It's not balanced when all the ranged dps classes do more damage than both the melee ones.
    (0)

  6. #26
    Player
    Tribunus's Avatar
    Join Date
    Aug 2013
    Posts
    188
    Character
    Tribunus Augustus
    World
    Ragnarok
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Enforcer View Post
    It's not balanced when all the ranged dps classes do more damage than both the melee ones.
    Um...are you even reading properly? Im referencing cfStatic's quote about RIFT and its class balance, if melee are put in the general range of 10% (or whatever magical number it is) above that of ranged DPS then after you take disconnects into account that extra % becomes zero thus DPS is balanced.
    (1)

  7. #27
    Player
    cfStatic's Avatar
    Join Date
    Aug 2013
    Posts
    86
    Character
    Reyka Skyyguarde
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Tribunus View Post
    Yes and due to the natural disconnects melee suffer with aoe and movement 10% would actually in the end equate to 0% and thus leaving everything quite well balanced.
    I thought it worked quite well, so I decided to bring it up here.

    I can only hope that they take something like that into consideration going forward.
    (1)

  8. #28
    Player
    Hoffburger's Avatar
    Join Date
    Sep 2013
    Posts
    12
    Character
    Arrya Stark
    World
    Ultros
    Main Class
    Thaumaturge Lv 16
    The major problem is that any ability that specifically targets ranged can be circumvented by the ranged sitting in melee range because there is no deadzone in this game.
    (1)

  9. #29
    Player
    Bulwyf's Avatar
    Join Date
    Aug 2013
    Posts
    79
    Character
    Konrad Curze
    World
    Exodus
    Main Class
    Dragoon Lv 70
    I agree with the OP completely. This game really has too much of an advantage for RDPS over MDPS. I have already seen some pretty nasty shout fights over the fact people are refusing to group with MDPS for dungeons or taking only one for limit break.
    (1)

  10. #30
    Player
    Caraway's Avatar
    Join Date
    Aug 2013
    Posts
    353
    Character
    Shiloh Everlost
    World
    Jenova
    Main Class
    Marauder Lv 85
    Quote Originally Posted by cfStatic View Post
    Trion Worlds(RIFT) had a really great philosophy about melee vs. ranged dps. It was that because melee are subject to all sorts of things, and generally speaking they're the less 'safe' option, their dps, on average, would always be 10% higher than that of ranged.

    As a DPS player, I'm there to kill things as fast as possible while putting the least amount of stress I can on my raid. I love melee DPS, but if this continues on I'd be really tempted to roll a BRD.

    Only it didn't work out that way end game in RIFT and ranged characters could still match a melee DPS while having to put in half of the work.

    Ultimately, melee need to be able to either mitigate significantly more (without reaching the mitigation plateau of a tank) or put out significant damage while maintaining the frequent disconnects (or be able to limit the duration of disconnects with more gap closers, DoTs, or cool-down ranged attacks).

    That said, at the point I am currently in this game, I have yet to see a fight where the melee is as completely screwed as they were in RIFT so that's nice (mind I've only just beaten Titan story mode so I've got a ways to go).

    Of course... I don't think they should ease up on the fight mechanics. When I'm not playing a tank I'm playing a melee DPS and I love dodging in and out of things, having to deal with stuff other than just my rotation. I do believe melee DPS should be rewarded appropriately with a boost to damage for this.
    (3)

Page 3 of 22 FirstFirst 1 2 3 4 5 13 ... LastLast