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  1. #51
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Murugan View Post
    Because these mechanics are also part of FFXIV, I see no serious issue with AOE's as a melee.

    All I see in Matsui's post is a promise to boost melee damage which is awesome, as for the rest thank god, THANK GOD that he is not interested in doing away with every single challenging boss mechanic simply because some people are overreacting and crying wolf before they bother to seek simple solutions to their problems themselves.
    I agree with you, Melee's have to step it up when dealing with AOEs. It's part of the game. I'm glad the content is so challenging now, feels like I'm playing a real game. You might have missed my point. I'm upset that melee players haven't really been given a good chance at the content because of the extreme skew towards mages in the party and cure costs being so high.

    Quote Originally Posted by Starlord View Post

    Yes, some people are stupid that that either boot you or basically wont let you party with them which is kinda rude imo.. sometimes I don't get it but oh well
    I agree that it's rude.. but I understand where the motivation comes from. Unfortunately, indirectly, it comes from Matsui.

    Quote Originally Posted by mysterytaru View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
    I'm having fun with the game actually.. I'm trying to do what I can and make suggestions to improve the game so that it can be enjoyed beyond a narrow niche.


    Quote Originally Posted by Sigtyr View Post
    The reason why Archers are chosen over Melee is quite simple.

    Archer do just as much, if not more, damage than melee, without having to interrupt themselves to avoid AoE or put themselves at risk of being struck by said AoE. I've learned that the best place for a non-gladiator melee was on the sides of the Void Slave, however with Inferno drop, you still need to stop DPSing and move out of it's range. Archers have just as much reward as melee with none of the risk. Neither the dungeons, nor the archers need nerfs, melee classes have to be given buffs, to match the amount of risk associated with being on the front lines.
    I like your thinking! MP costs will have to change to accomodate this and it's a great solution to the Archer problem.
    (2)
    Last edited by Baccanale; 08-05-2011 at 03:49 PM. Reason: Quoting content that was edited by Moderator due to violation of Forum Guidelines.

  2. #52
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    I disagree. I actually agree with Matsui. The community is to blame for not finishing the Ogre or Batraal without ARCs. There have already been hints that their AoE attacks aren't completely AoE and that they only attack certain directions. Sometimes that direction is the back, sometimes that direction is the front and sides. Melee's need to learn what AoE's do what, and if they do get a stray hit, cure themselves and keep up stoneskin if necessary. The Armoury allows you to move beyond the classes archetype by equipping other abilities from other classes. Stoneskin and cure, even raise, are at a low enough level that it's absolutely not asking too much to level CON to get them.

    Stop filling your bar with DD only abilities and start thinking more defensively. Every melee class gets access to both but even if that means staying on top of your own stoneskin then that means stay on top of your own stoneskin. 12mp is a lot better than 75mp and the hate grab that comes with it. Yes ARCs have the advantage of damage and distance but they also have to pay for every attack they make. It's a fair trade off in my opinion, and I'd personally rather need to move around and adapt to the monster rather than just make the monster adapt to me. That's what tough battles are all about.

    Start doing runs with strategically minded melee players and figure it out. I'm not a hardcore XI elitist but I would rather try to figure it out than just rank and file like everyone else.
    (4)

  3. #53
    Player
    Mikita's Avatar
    Join Date
    Mar 2011
    Posts
    1,136
    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Increasing the mele classes' damage output, especially during the party buffs, would probably be fair and make them a bit more appealing to have around... because right now the ranged classes (mages and archers) can do just about as much damage and from a safer distance. Flip side: lowering ranged classes' damage output would be wrong because we still need to be able to play solo.

    The ironic thing is that in the other threads about mages being nerfed, it was most often the non-tank melee classes that were saying "the higher MP cost is good" and "mages, learn to play".

    I think a lot of the mages were playing fine before. And we did learn to play again -- differently. For the survival of the party, we don't want to waste MP on healing and raising melee classes because the cost is just too high.

    Changes are usually a double edged sword.
    We (all of us) really need to be more careful about what we wish for with this game.
    (3)

  4. #54
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    43
    You know something, sure, a team consisting of melee instead of archers probably could do it. However, would they be able to complete it in the same amount of time as a party consisting of Archers? Think about all the lost DPS when avoiding Inferno Drop, or the lost DPS in the event that someone happens to be killed by an Inferno Drop.

    In a dungeon where completion time affects the rewards gained, interrupting your DPS is a very,very, VERY bad thing.

    With a party consisting of mostly archers, you don't have to worry about the DPS stopping for any move Void Slave uses.
    (2)

  5. #55
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    i was thinking in this fight in particular and i just realiced the fix is simple.
    Give melee reliable stun ws, that arc can not have .
    all better now.
    (2)

  6. #56
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Honestly I think they should do away with ammo as a consumable item so that Archers can stop lording the "we have to pay to attack!" argument over everyone. Until arrows are suited to specific situations (like the original site claimed) they hold no meaningful gameplay value as a consumable item.

    It's also ridiculous that they have comparable or greater attack than other war classes without hardly any of the risks involved due to their range. Honestly I would prefer ranged classes do a little less damage for having the advantage of range. I say this not as an Archer sure but I do intend to take up Musketeer the minute it becomes available and even then I'd prefer lower attack for the advantage of range simply for the sake of game balance. We need to avoid situations where the community shuns all non-ranged classes that aren't tanking.
    (4)

  7. #57
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Verecund View Post
    They need to either design fights to counter over-stacking or have something unique and valuable that class or role can bring to the fight (they should probably do this through traits). Or they can go the easy route and add an enrage timer to balance for (which I don't particularly favor :P )

    Sadly, if their future designs have these flaws it will no doubt end up in more exploitation and trivialization.
    Monsters that deal more with the currently useless weapon affinities would help. Monsters weaker to Slashing/Blunt/Piercing/Projectile, or more resistant.

    I half expect them to just abolish weapon affinities tho...
    (0)
    Last edited by Reika; 08-05-2011 at 07:47 AM.

  8. #58
    Player

    Join Date
    Jun 2011
    Posts
    31
    I always liked the idea of arc n mage nukes being so powerful u have to hold back and be in more control of your hate because defense is low. They got it half right, now just hoping for the mage nukes to be adjusted. Since the Melee are closer they could be more precise with enfeeblement and boosting morale (buffs), so im hoping they go the way of making the melee more useful with abilities than with extra dmg.

    Just an opinion on what could be done, hoping this is what jobs will introduce.
    (1)

  9. #59
    Player
    Tezz_Xivectro's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Let the "flavor of the month" begin. It's sad too since FF14 is still an embryo.

    Incoming continual buffs (meaning nerfs for some) that will start the endless spiral.
    (1)

  10. #60
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    A good point was raised though... do we think Musketeer will be as powerful and useful as archer?
    (0)

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