There's nothing harder about playing ranged than melee, quit kidding yourselves; ranged is ezmode as in every other mmo, melee is heavily punished for being melee. 50 blm reporting in
There's nothing harder about playing ranged than melee, quit kidding yourselves; ranged is ezmode as in every other mmo, melee is heavily punished for being melee. 50 blm reporting in
you say it all my friend. to bad people dont care about the "group" and are more concerned about there own epeen. its a common flexing of egos that i dont understandOk i understand that. The point i'm trying to make is that at the end everyone in the party worked together to achieve a common goal. If you did not know how much dps anyone was doing, this would never be a problem. I also understand the high risk high reward but in this train of thought you are saying that your reward is just the satisfaction that you did more dmg then a mage. Instead your reward should be that you defeated the raid boss no matter how much less/more dmg anyone did. If for some strange reason they decided to award better gear or a "prize" for doing more dps then i would see your point in a different light but as it stands I just want the common goal
You mean the PvP that isn't out yet? Coming from a class that so far can do 100% damage while being 100% mobile? Melee already cannot hit a moving target even if it's (A) in front of them and (B) in melee range. Not to mention positional requirements to do maximum damage.
Typical BRD stupidity...
"Oh noes!!11, we're going to be weak in PvP, unless we're completely OP like we are in PvE, then we're okay and totally fine. It's other players that need to learn their class."
~- Tanking is Skill | Healing is Art | DPS is Science -~
I still think plumes are harder for rdps to dodge, at the very least this would explain why they get hit with them all the time.
What makes it harder? A black mage loses more dps from plumes than a dragoon, but should have an equal chance to dodge if not better by having more control over your position when it's cast (not being limited to melee range)
in ifrit fight, you can place yourself before the plumes come out, in titan fight even dps lookout for plumes for avoid them and reduce often them dps.
One of the fixes that needs to be done across the board for melee is this
(and this is coming from a supposed tank, I play a paladin)
1) increase melee's damage resistance
I know many of you will say NO WAY but listen to this
As it stands now- as a paladin I CAN WEAR CLOTH armor and take BARELY anymore damage than I take with PLATE.
Boss specials hit SO HARD that it DOESNT MATTER who your agro magnet is-- the party healer STILL HAS TO SPAM HEAL him to keep him up
This is relevant to melee DPS because they all take huge amount of damage if they stay to DPS during specials.
So my solution is to to give any melee class an inherent damage mitigation % in dungeons such that they take X amount less damage than ranged characters. My value for X is 60-70 as these bosses hit for absurd numbers.
This would allow melee DPS to stay in and DPS.
The damage mitigation as it is right now in this game is terrible for every class, but it impacts melees more.
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