So you're saying people are waiting for others to figure out other strategies for them..you may have a team of people who are down with you no matter what, but most people do not, especially casual people they want to appeal to. If they make it a lot easier to do something one way, the community will force people to do it that way, until someone breaks the mold and can figure a way to do it easier another way. The goal of balance and development is to make sure that the game doesnt favor only half of the classes. right now, it does.
I understand where you're coming from now, not my fault some people don't enjoy experimenting with different tactics.
This ^you may have a team of people who are down with you no matter what, but most people do not, especially casual people they want to appeal to. If they make it a lot easier to do something one way, the community will force people to do it that way, until someone breaks the mold and can figure a way to do it easier another way. The goal of balance and development is to make sure that the game doesnt favor only half of the classes. right now, it does.
Sad to see it spelled out 40 times in a thread and still have dumb people who just don't get it.
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loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
Ok, so you are saying you can use your WS in set rotation as melee without delaying in the cooldowns? because if you can then you can achieve your high dps as a DD, but if you have to delay for a second to go from 80 degrees to 140 degrees, or you have to save TP for an interupt skill, you are lowering your DPS, which would be fine, if Archers also have to lower thier dps.Again with the dodging... There's NO dodging involved at all.
You're doing the same exact shit that you be normally doing except you have to stand in the correct position to avoid things like cone attacks and time certain abilities.
You don't lose any DPS at all if done correctly.
However if you can do a rotation fine without wasting any cool down times, then the issue will just become the overall dps being higher on archer. And the fact you may have to work harder to do the same thing.



So... you're full of it. Awesome. Thanks for trolling.Inferno drop can be stunned, by just about every class. Up to you guys to figure out how. The rest can be completely avoided. Trial and error.
If people wanna take the easy way out and force people to come specific jobs whatever, not my problem. I'm having fun, it sucks that others are not, QQ.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
Lol, whatever. It's so blatantly obvious what's used to stun it too. You've probably done it a million times before on other mobs and never thought twice about it.
I try to help, without giving too much info (because figuring shit out yourself is supposed to be part of the challenge,) and you call me a troll? Figure it out yourself, like you're supposed to.

Seem's like the Ogre could use a few new long ranged attacks, that only focus ranged classes. Perhaps something like:
@ Periodic times the boss will target the "ranged" player with the most threat and cast a debuff on them, this debuff looks like a dome over the player, the player has 5 seconds to start running before the dome explodes leaving an AoE ground effect where the dome "blew up" and anyone in that ground AoE will take both reg damage + poison type damage.
@ Periodic times the boss will throw a buff on himself that increases his defense against projectiles, the buff last X amount of seconds. (This will help with the dps loss that melee have to go through to avoid damage) They could even do this with every AoE he does so that archers arent getting a huge leg up on dps.
@ Periodic times the boss will cast a debuff on any ranged projectile users, the user has to stop all dps or he/she will take the same amount of damage given to the boss. This attack happens fairly often.
Idk, probably retarded idea's but, if everything is so reliant on destroying melee, It should be the same for ranged characters. /shrug


Actually, those aren't bad ideas at all. On the other hand, positional stuff like that is something more WoW-ish than FFXI-ish, so I guarantee you would have all the ffxi fanboys complaining about it somehow being WoW easy mode if they did anything like that. Really, stuff like that that forces ranged to stay on the move or stop DPS is the only practical way to balance ranged and melee classes in fights without nerfing one or the other. Unfortunately, it seems to be the SE policy to make fights how they want it and "balance" classes around it, not the other way around like it should be. I'm happy as my main is Gladiator and it seems to have gotten a bit better if anything, but from what I hear mages are really suffering.Seem's like the Ogre could use a few new long ranged attacks, that only focus ranged classes. Perhaps something like:
@ Periodic times the boss will target the "ranged" player with the most threat and cast a debuff on them, this debuff looks like a dome over the player, the player has 5 seconds to start running before the dome explodes leaving an AoE ground effect where the dome "blew up" and anyone in that ground AoE will take both reg damage + poison type damage.
@ Periodic times the boss will throw a buff on himself that increases his defense against projectiles, the buff last X amount of seconds. (This will help with the dps loss that melee have to go through to avoid damage) They could even do this with every AoE he does so that archers arent getting a huge leg up on dps.
@ Periodic times the boss will cast a debuff on any ranged projectile users, the user has to stop all dps or he/she will take the same amount of damage given to the boss. This attack happens fairly often.
Idk, probably retarded idea's but, if everything is so reliant on destroying melee, It should be the same for ranged characters. /shrug

Oddly enough I am a 7 yr Ffxi player, but I've played pretty much everything. I have no issues in taking something from another game if indeed it will meet the purpose. The idea's I gave are very WoW'esk (I'm not a huge WoW fan, but not because of the game.) In fact, I grabbed an idea or two from Rifts. (As I am leader of a casualistic Raiding guild) These things would help factor in a balance of sorts although I'm sure players would find a way around it.
Well as I am not 50 yet, and good lord knows I should have 8 50's.. I don't know the real struggles yet of the lvl 50 dungeon but I can see the concerns and understand.

Blizzards fix for the melee vs ranged problem was figuring out ways of making it even. Like say for instance. Theres some fights where melee have to run away from blast casted by boss, while ranged have to dodge fire he spits in the back. etc.
Also, melee have the advantage in big movement fights dps wise, becuase they don't have to stop attacking to follow the boss and such, whereas ranged have to stopcasting to move.
The fights usually go back and forth, and in the end, you need both ranged and melee.
And then theres Utility that you have to take in consideration, like most melee's have short cd's on there spell cancels. whereas you need ranged usually for kiting fights, cuase they usually have slows, and "jumps" and such.
Sorry if some of this has ben mentioned. I didn't read the whole post XD
But ffxiv is still early, and theres not much important utility so far, except for caster buffs. and thats most of the problem, melees haven't developed their niche. yet.
1.18 has been out how long now? Do we not understand how bad this game's situation was and there were things FAR worse than balance issues? The game had no content, no unique classes, no scenery, no quests...nothing but leves! So, they start adding stuff and then it's "they should have balanced before releasing".
Straining out a gnat, yet swallowing a camel.
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