Or just simply make it always 8v8v8 and remove 24v24v24 mode. That would make queues faster too.
Or just simply make it always 8v8v8 and remove 24v24v24 mode. That would make queues faster too.
melee in large fight are always in a trouble, because they can't do brainless dps as usual, but need to stay with their group, protect the healer, and peeling ..usually, as a sch, i stay back, but in a couple of frontline, i found some drg and nin that know how to play properly, i follow them into the enemy team, they protect me all the time, and i heal them all the time, we together destroy the entire team, and no one of us die..it was amazing! best frontline ever! a good melee can do the difference, the truth is there's many , many ,many braindead melee in pvp, run away alone into the enemy group and think they are immortal lol
They seem rather replaceable by a STR spec'd tank.melee in large fight are always in a trouble, because they can't do brainless dps as usual, but need to stay with their group, protect the healer, and peeling ..usually, as a sch, i stay back, but in a couple of frontline, i found some drg and nin that know how to play properly, i follow them into the enemy team, they protect me all the time, and i heal them all the time, we together destroy the entire team, and no one of us die..it was amazing! best frontline ever! a good melee can do the difference, the truth is there's many , many ,many braindead melee in pvp, run away alone into the enemy group and think they are immortal lol
Range isn't at an advantage though because the majority of ranged damage comes from casters who are auto-interrupted by a melee just breathing on them. Melee also have a host of gap closers that casters struggle to counter due to having such limited CC options. Essentially you need to coordinate melee to shut down the casters with good timing.
It's nice to see the melees complaining now though, considering they've had a massive advantage in Frontlines up until now due to shutting down casters with auto-attacks.
I've only be playing Slaughter as healer, first because Flames never have enough heals, and second because otherwise I would go as MNK and I just know I wouldn't last long unless we have a decent among of melee.
As WHM I can obviously see that the lone melee (and tanks) in our party that decide to go attack because he ain't gonna stay behind the whole fight, get targeted and focused first, which is logical, but such an inconvenient.
If you have multiple melee attacking together that would be the idea? but if you're alone then I hope you have heals that can react quickly. Talking of the middle the ADS also seem to hurt melee a lot? which make things even worse. Like with the other FL, if you try to beat the mob you're just offering yourself to mage and their LB.
Are we talking specifically about 1v1's or in general? Because in general ranged and melee were relatively balanced as far as Secure goes. The fact is, any melee that dares get close enough to interrupt any caster in Slaughter mode will be melted within 5 seconds as the entire enemy team focuses him down. Did melee have an advantage in secure? Maybe slightly in some situations, but ranged have an overwhelming advantage in every situation in Slaughter. The only way to "effectively" play melee is to turtle up with your team and hope other players are stupid enough to overextend into your third of mid. And even then you're still extremely vulnerable to the will of enemy ranged and the benevolence of your team's healers.
Yep!
Why they even felt we even needed another 72man is completely beyond me and i just hope their plans for the future isn't to just keep adding lol72man maps all the way, it's very hard to get big scale battlegrounds right and they haven't been doing the best of jobs.
So yeah, they should fix Slaughter or just simply make it 8v8v8 which just works and is fun.
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