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  1. #1
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    personally i think that it need to be like this.

    melee do a lot of damage, but can die more easily since they are a close of the fight
    ranged do less damage, but are more safer since they are at distance of the fight.

    without talk that often the ranged can heal, rez, control,.... thing that a melee can't do.

    high risk = high reward, low risk = low reward.
    but the problem is here... is not the case... and that why people have made this thread.
    (0)

  2. #2
    Player
    meiam's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Meiam Adel
    World
    Adamantoise
    Main Class
    Lancer Lv 25
    The one thing I really don't get is why melee attack don't fire as soon as you click them, for example you click an attack (you even see it turn dark and start the CD effect), the mob move around the same time and get out of range, the attack is cancel, you then have to run after the enemy, often to no effect. This is awful in FATE where you can hardly score any hit on the enemy, without even getting to the fact that you have to run around and have to wait a really long time for any real AoE attack.

    Other problem is you can't really do your full rotation when soloing, I can't consistently get behind/flank an enemy. So for 95% of the time I've played my rotation was 1-2-1-2-1-2, and just now it's been upgraded to 1-2-3-1-2-3, so much fun.
    (0)

  3. #3
    Player
    MalcolmReynolds's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Malcolm Reynolds
    World
    Diabolos
    Main Class
    Lancer Lv 50
    Quote Originally Posted by meiam View Post
    Other problem is you can't really do your full rotation when soloing, I can't consistently get behind/flank an enemy. So for 95% of the time I've played my rotation was 1-2-1-2-1-2, and just now it's been upgraded to 1-2-3-1-2-3, so much fun.
    You can usually start off your encounter by flanking the enemy to get your damage bonus then stun with leg sweep if need be to reposition yourself. Once you get Spineshatter Dive, you can use that to stun and reposition yourself as well.

    As for increasing damage of melee DPS, I think that would be the wrong way to go, not because it's a bad idea, but because it would make the game easier than it already is. Lowering ranged damage is a better solution IMO.
    (0)
    Take my love, take my land, take me where I cannot stand. I don't care, I'm still free, you can't take the sky from me. Take me out to the black, tell them I ain't comin' back. Burn the land and boil the sea, you can't take the sky from me.

  4. #4
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by silentwindfr View Post
    personally i think that it need to be like this.

    melee do a lot of damage, but can die more easily since they are a close of the fight
    ranged do less damage, but are more safer since they are at distance of the fight.

    without talk that often the ranged can heal, rez, control,.... thing that a melee can't do.

    high risk = high reward, low risk = low reward.
    but the problem is here... is not the case... and that why people have made this thread.
    so going as melee means wiping the first trys , after u have learned the pattern u wipe the floor with the boss.

    Rdps become redudant after u have learned the boss strat because they do less dps.
    (0)

  5. #5
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Warlyx View Post
    so going as melee means wiping the first trys , after u have learned the pattern u wipe the floor with the boss.

    Rdps become redudant after u have learned the boss strat because they do less dps.
    Thats not how i would call it. Rdps bring more utility to the table and cause less stress for the healer, so if melees have nothing in their favor and both deal the same dmg, parties wont want to have melees in endgame content.

    Maybe adding more utility to melees could be a solution too. I feel like DRG is almost there with his slow effect.
    (1)