Conals are the easiest to dodge and as you should be on the edge of the side/rear hitbox area it's literally one step or no movement at all.
Melee/Ranged have to move equally far for the ones targeted on players directly.
Ravana seeing/wing affects physical which includes bard and frankly enough bard has to be in the same situation as melee, which is once again taking 2-3 steps from the center of the hitbox.
Let alone that Bismark in return is harder on casters so you could say an eye for an eye.
Nothing on a melee class impacts their movement other than positionals and every ranged has to stay clear from melee area to not stack mechanics on them.
Bard/SMN are usually the ones having to do any mechanics involving lots of movement where BLM/Melee get to sit and hit on the dummy all day long.
Tila mentioning spining/non stop moving bosses affecting melee's almost made me burst out in laughter I don't think I have played any mmo's with any more immobile bosses during a fight and for the few times that you do have to move you have gap closers.
Then Tila mentions A4 and tethers/balls which is something the ranged have to do for the melee's putting more burden on ranged, not more burden on melee.
I have experienced the melee dance plenty on NIN & PLD pre 3.0 to compare how hard that dance is to ranged and I think it's the melee's not realizing how many extra mechanics are specifically focused on disrupting the ranged because there are a lot less that focus on disturbing the melee's and the ones that do like the 360 cone aoe's are easily ignored by timing your GCD's.
PS:
I'd gladly change the effect of Wanderer's Minuet to make bards loose 20-22 yalms of their range when it is active and make bards melee for the time of the song but not loosing instant casts, as being in melee range wouldn't affect bard skill flow at all and frankly enough the melee dance is a much better dance than the BLM dance.



Reply With Quote


