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  1. #41
    Player
    Spawnie's Avatar
    Join Date
    Aug 2013
    Location
    queensland
    Posts
    2,207
    Character
    Spawnie Lionheart
    World
    Odin
    Main Class
    Bard Lv 80
    after finally gettin a few runs i gotta say the the slaughter mode frontlines needs alot of nerfing otherwise no1 is gonna be goin by the end of the week.. really dont know why we needed individual limit breaks n wth does bard get another healing 1?? we arent healers ffs ._. imo should remove individual n leave the limt breaks how it was to begin with more balance instead of 10 mages sleeping then comet spamming all at once lmao
    (2)

  2. #42
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    its like running face first, sword drawn, into a horde of archers should work... i don't get it???
    (1)
    "Try not. Do or do not. There is no try."

  3. #43
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Played Slaughter all of last night. Melee are fine and were a big threat. I died to NIN/MNKs 2 or 3 times. I don't think a BLM ever got me. Paladins are also a huge threat because they had some ability that hit for ~4k.

    Most of what I'm reading in this thread is just healing and strategy issues. I'm still clueless as to what melee are expecting to change. Your placement is now important. You focus targeting is now important. You now actually need heals. These were all issues in Secure, but mostly casters dealt with them (and this is probably why there is a learning curve right now).

    I gave some tips in my first reply to this thread. Work with your healer and not against them. Learn to flank. Learn to retreat when focused. Follow your tanks.
    (0)

  4. #44
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Domira View Post
    Oh yeah? What advantage would a heavy melee team have in a fight against 48 other players who maybe ranged?
    The same advantages you have now. You can interrupt 70-80% of caster's spells with no effort. You have roots and stuns. You have better defensive abilities.

    Quote Originally Posted by Bartleby View Post
    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.
    If you're saying the smart way to play is to work as a group and force the other teams to screw up, well yeah... That's not something exclusive to melee.
    (0)
    Last edited by Red_Wolf; 01-23-2015 at 01:21 AM.

  5. #45
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Red_Wolf View Post
    Played Slaughter all of last night. Melee are fine and were a big threat. I died to NIN/MNKs 2 or 3 times. I don't think a BLM ever got me. Paladins are also a huge threat because they had some ability that hit for ~4k.

    Most of what I'm reading in this thread is just healing and strategy issues. I'm still clueless as to what melee are expecting to change. Your placement is now important. You focus targeting is now important. You now actually need heals. These were all issues in Secure, but mostly casters dealt with them (and this is probably why there is a learning curve right now).

    I gave some tips in my first reply to this thread. Work with your healer and not against them. Learn to flank. Learn to retreat when focused. Follow your tanks.

    Paladin doesn't hit for 4k. Do you mean for 400 damage?
    (0)

  6. #46
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Domira View Post
    Paladin doesn't hit for 4k. Do you mean for 400 damage?
    Didn't hit me so I can't say for sure. But I heard the first time in that match it was over 3k and the second time it was a one shot around 4k. Somebody really didn't like a BLM on my team.
    (0)

  7. #47
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Red_Wolf View Post
    Didn't hit me so I can't say for sure. But I heard the first time in that match it was over 3k and the second time it was a one shot around 4k. Somebody really didn't like a BLM on my team.
    Oh yeah? So how does a paladin hit with 4k damage?
    (0)

  8. #48
    Player
    BunnyChain's Avatar
    Join Date
    Aug 2013
    Location
    Lavender Beds (✿◠‿◠)
    Posts
    689
    Character
    Rena Cebe
    World
    Moogle
    Main Class
    Conjurer Lv 1
    Quote Originally Posted by Evangela View Post
    my suggestion:

    - nerf Cometeor, make it do less damage when used against multiple target. Cometor or Meteor in the previous FF games didn't have 100% chance to hit all the enemies since the meteorites will randomly fall on the targets.

    - nerf the AoE Sleep already, it's been overpowered before and still overpowered now. reduce the success rate, I mean at least not 100% FFS.

    - the mecha enemies on the battlefield, whatever it called, needs to do more random AoE to make it impossible for the players to just stand in the same spot. and make it target on the players with Battle High/Fever statuses more than the players of losing teams.

    - make market/manor/temple ADS spawn 3-4 times throughout the match, stop these 24 vs 24 vs 24 in the middle.
    I agree with all of this.

    Also:

    Go BLM!
    (3)
    Last edited by BunnyChain; 01-23-2015 at 02:52 AM.
    Great community btw

  9. #49
    Player
    Saiyakupo's Avatar
    Join Date
    Jan 2014
    Posts
    165
    Character
    Silianaux Lothaire
    World
    Balmung
    Main Class
    Lancer Lv 100
    To fix the problem:
    1: change Slaughter so that the mobs don't immediately spawn in the middle at the start of the match. That works for secure but not for this, as killing other players is the name of the game, so of course you would stay in the middle to do just that, where all of the players are.
    2: change all of the 'adrenaline' gauge DPS abilities to be more balanced. The level of damage it does now was fair in secure when it was shared amongst the whole group, but now it's no longer fair at all. Basically casters can do a massive amount of damage to large group of people. You need only 2 caster LB's with sleep effecting the group to take out a whole pile of melee fighting a mob, while the melee limit break can only take out one person at a time. Sure, you can use the melee LB on the drones you are fighting, but not when you're dead from the casters.

    So basically yeah I agree with Evangela's post. I just added some more reasoning.
    (0)
    Last edited by Saiyakupo; 01-23-2015 at 03:16 AM.

  10. #50
    Player
    Saiyakupo's Avatar
    Join Date
    Jan 2014
    Posts
    165
    Character
    Silianaux Lothaire
    World
    Balmung
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Red_Wolf View Post
    These were all issues in Secure, but mostly casters dealt with them (and this is probably why there is a learning curve right now).

    I gave some tips in my first reply to this thread. Work with your healer and not against them. Learn to flank. Learn to retreat when focused. Follow your tanks.
    There is a learning curve as a melee, true, you do have to plan your moves, pay attention, and use good judgement quite a bit in slaughter, yes, but, compare that to playing a ranged. All you do is pick a target and shoot. When enemies start getting close, you shoot them instead, then pull back to the safety of your group and continue shooting. It's so painfully easy playing something like a summoner as opposed to playing something like a dragoon. I've tried both, and the differences are far too massive to consider it balanced and 'okay'.
    (0)

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