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As target for ANY boss's range AoE or single-range-attack can be chosen Mdps and Rdps- it is true and danger is equal for Mdps and Rdps. But close-round AoE attacks and cone attacks put Mdps in much more great danger. Even simple mobs have such attack. Is it fair? And what we see as a balance? Does Rdps much weaker-no, they are very good DD classes. They can attack from afar and in close range (Mdps only in close). Yes, they just have less defense, but most of all boss's attack are so strong to kill monk, dragoon or any Rdps class in 1-2 hit. It is not an advantage
Slipstream is neither a cleave nor is it a close range AOE. Its a simple line AOE that affects all.
You dont seem to understand the basic disparity here. It doesnt matter if the melee has to actually think about the danger at close range - it affects the party negatively. Why would healers not prefer a ranged dps where they dont have to heal through the dmg that melees take from vulcan. Why would tanks not prefer to have more ranged where they dont even have to pay attention to cleaves? Its funny that you mention chimera. That fight has less things to worry about in melee range, since voice of ram should be stunned by the OT. You know what my FC does? We stack all ranged at melee range.
Ranged can attack at both close and range, melee only at close - choose your position accordingly. Healers have to heal more, tanks have to worry more about position. How can you not see the disparity here?


You named no specific attacks, but let's go with what you have, conal attacks, monks and dragoons getting killed by conal attacks are bad monks and dragoons, don't be infront of bosses, companies can't balance mechanics around bad players, and close aoe attacks, there is one in the whole game I can think of that you can't disabled, repelling cannons, maybe this whole thread is about that one move, if so, yes I guess it is unfair to ask melee dps to avoid one attack that ranged doesn't have to. Or maybe you are upset because you didn't finish on top of a parser, if that's the case, I have no use for you anyway. People that are concerned more about parsing than beating encounters are what hold groups back.
Again it doesnt matter if its easy to dodge for the melee, easy to heal for the healer and easy to position for the tank. Fact is if a group can pick a class that doesnt have to worry about it, they will go with the easier route. Hence why people prefer to stack ranged instead of melee and hence why its going to be changed in 2.1.
Its called balance.


Chimera is balanced, for every melee mechanic, there is a ranged mechanic, I have said the mechanics are overall balanced, and why bring melee, melee limit breaks come to mind, dragoons can absolutely destroy dreadnaughts on Twintania with Life surge, ranged has no stuns, only silence, dragoons have 2 stuns, and monks have a stun and a silence on a shorter cooldown than bards, melee may be in bit more danger, but they have access to second wind and bloodbath, bards just second wind, summoners and black mages have to stop dps completely and cast to even attempt to try to heal themselves. Having a monk for their mantra never sucks, I'm sure there are more reasons to bring some melee, but I'll stop there, if your FC is one that has blinders and thinks all ranged is the only way to get things done, roll with it, there are multiple ways to beat things in this game.
The adjustment was monk/dragoon v. bard, not all ranged, so it's not a safety based on mechanic thing, its that dragoons and monks can drop damage from too much movement and bards don't, not a near far thing, and we don't know how it will be equalized, they may nerf bard, they may increase the duration of Greased Lightning/Heavy Thrust buffs, we don't know yet.
Last edited by Mcshiggs; 11-18-2013 at 03:32 AM.
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