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  1. #11
    Player
    PappaSmurff's Avatar
    Join Date
    May 2017
    Posts
    9
    Character
    Hiiro Yui
    World
    Exodus
    Main Class
    Miner Lv 60
    Taking frontline seriously :ZLUUUUL:
    (2)

  2. #12
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,801
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I know red mage isn't technically a melee class, but when we get in melee range, for the love of all things verholy, please let corps-a-corps stun the target!
    (0)

  3. #13
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Stormfur View Post
    I know red mage isn't technically a melee class, but when we get in melee range, for the love of all things verholy, please let corps-a-corps stun the target!
    umm...? Don't you have a heavy lol. Rdm not in the best spot but I don't think it needs a stun haha
    (0)

  4. #14
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Cynric View Post
    umm...? Don't you have a heavy lol. Rdm not in the best spot but I don't think it needs a stun haha
    The heavy is 3 seconds, gcd and needs to be aimed in a cone (its not like overpower, if u have to manually aim it, it wont target someone just because u have them targeted). I agree that a stun is too much, but maybe put the heavy on corps-a-corps instead and do something else with flunge.
    (2)
    Last edited by Shirolumi; 09-08-2017 at 01:39 PM.

  5. #15
    Player
    Vejjiegirl's Avatar
    Join Date
    Feb 2013
    Posts
    1,344
    Character
    Raelynn Lovelace
    World
    Hyperion
    Main Class
    Warrior Lv 90
    The problem with adjusting melee DPS based on frontline is that it will have a negative effect on Feast. Ranged DPS are actually much weaker in a 4 v 4 setting than they are in a big group pvp setting.
    They also recently nerfed Melee DPS Damage the nerf will be kind of pointless if they just go back on it because of frontline players.

    In my opinion they should start splitting up Frontline and Ranked PVP adjustments because both worlds are so different now.
    (3)

  6. #16
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Vejjiegirl View Post
    snip.
    Not just directed at you but.. You guys realize he mentioned both FL and feast right?

    Quote Originally Posted by Shirolumi View Post
    The heavy is 3 seconds, gcd and needs to be aimed in a cone (its not like overpower, if u have to manually aim it, it wont target someone just because u have them targeted). I agree that a stun is too much, but maybe put the heavy on corps-a-corps instead and do something else with flunge.
    I can dig it. Though wouldn't it be simpler to just adjust flunge's heavy to at least guarantee the heavy on the player you have targeted?

    I think either change is probably fine though. I just don't think I can agree with a stun. Especially since that might not even work out that great anyway. I think Tanks provide enough stun as it is, then if you were partied with a Ninja it could just be a pain to ever actually see that stun come into play imo.
    (0)
    Last edited by Cynric; 09-08-2017 at 02:15 PM.

  7. #17
    Player
    Holy_Miasma's Avatar
    Join Date
    Jun 2017
    Posts
    40
    Character
    Holy Miasma
    World
    Exodus
    Main Class
    Monk Lv 90
    Quote Originally Posted by PappaSmurff View Post
    Taking frontline seriously :ZLUUUUL:
    You do know i mentioned both frontlines and feast right?
    (0)

  8. #18
    Player
    Vejjiegirl's Avatar
    Join Date
    Feb 2013
    Posts
    1,344
    Character
    Raelynn Lovelace
    World
    Hyperion
    Main Class
    Warrior Lv 90
    Feast and Frontline modes are NOT the same, I know you mentioned both in your OP however I do not feel melee DPS are even remotely as bad as you state in Feast as they are in Frontline.


    Personally I do not feel melee DPS are in a bad spot in feast as they are required to work with the ranged DPS to get kills.
    I do not feel 4 v 4 ranked should be put in a situation where one DPS is needed over the other. Ranged DPS was too weak in the past and needed a slight buff while melee DPS (monk) was too strong and got nerfed.

    As a healer I still feel pressure from certain melee DPS, even with the dps nerf monks still hit extremely hard. On the flip side as a healer there are certain players that I feel absolutely no pressure from when they play monk. Even when SE reduced everyone to just 9 buttons there are players that do not bring out the full potential of their job, which I think is the core problem.
    (2)
    Last edited by Vejjiegirl; 09-08-2017 at 03:23 PM.

  9. #19
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Vejjiegirl View Post
    snip
    No offense met but did you actually read each of his supposed buffs? While I don't necessarily agree with them . None of them were that serious of a buff.

    Also more than just monk got nerfed. Blm was also nerfed. Only rdm was really buffed. Brd is very powerful. No job can discount another role wise before 4.06 or after.

    Ranged have the safety of being able to be farther away, Ranged have CC and a bit of utility depending on the job.

    Melee are a mixed bag, Ninja has CC/Burst and they can't really use both at the same time too often, Monk has burst/sustain and a bit of damage mitigation,
    Dragoon has a bit of team utility and sustain with okay burst with a decent windup time, and Samurai has many tools that all feed from the same resource but have become the highest mobility melee if played properly with decent self utility.


    I think the nerfs to Monk were justified, I think Dragoon was fine, but both of these jobs are still fine after 4.06a.

    I will however say that there are things that aren't fully balanced with either role, Ranged or melee.

    Most melee have no forms of CC, even the ones that could use it.

    Once upon a time melee was indeed very powerful but this new version of the feast isn't the old version.

    Healers can be very strong, DPS jobs have very little to optimize the way they play even at the highest level when it comes to playing their jobs. Instead you have to optimize your strategy, teamwork, and calls to your team, and hope they reply in kind. This is how you carry as a DPS right now, by getting the team to actually work together beyond just facerolling burst rotations into shielding on the same target.

    The biggest mistake everyone seems to be making is forgetting that this mode is based on team play.

    Everyone feels "their role" is super hard to use. Everyone wants to see buffs and not nerfs. This is the nature of any competitive atmosphere.

    Yes Monks do still do a lot of damage, but have you noticed every melee has a DPS burst telegraph? If a Monk is stunned during riddle of fire, you get rid of a lot of that threat. Triple Mudra? Midare Setsu? Red BoTD(+Battle Lit)?

    A Good player will make you feel pressure regardless of what you're playing and what they're playing if they're actually good at what they do.

    But this doesn't change the fact that each role has jobs that could use a little love (like RDM) and jobs that needed a little toning down (like MNK)

    But those jobs themselves do not define the entire role they belong to.


    @OP: I suggest editing your post to include your information in one post rather than splitting it into different posts. I'm surprised no one has mentioned it yet, as is normal on the forum in this case, but you can edit your post to get past the character limitation. If you originally posted on mobile you can always edit your posts later on a PC when you're around one.
    (2)
    Last edited by Cynric; 09-08-2017 at 07:35 PM.

  10. #20
    Player
    Krolja's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    130
    Character
    Krolja Ajor
    World
    Behemoth
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Cynric View Post
    Most melee have no forms of CC, even the ones that could use it.

    Healers can be very strong, DPS jobs have very little to optimize the way they play even at the highest level when it comes to playing their jobs. Instead you have to optimize your strategy, teamwork, and calls to your team, and hope they reply in kind. This is how you carry as a DPS right now, by getting the team to actually work together beyond just facerolling burst rotations into shielding on the same target.

    The biggest mistake everyone seems to be making is forgetting that this mode is based on team play.

    Yes Monks do still do a lot of damage, but have you noticed every melee has a DPS burst telegraph? If a Monk is stunned during riddle of fire, you get rid of a lot of that threat. Triple Mudra? Midare Setsu? Red BoTD(+Battle Lit)?
    1) Melee need some form of slow/CC that helps them stick to a target. Lots of people are playing Samurai now because of their unparalleled mobility and the classes that do bring slows can't use them because they are too busy spam healing the crazy amount of damage the ranged class is doing to the melee. Melee need the tools to do their job, the only one that has ANY of those tools is Ninja and they have literally every single tool. Relying on someone helping the melee stick to a target with the limited communication we have is a joke. There's not a single other MMO on the market that has PvP that gives their DPS classes so little tools to help people perform their role.

    2) "Hope they reply in kind". For a type of match setting that they want to be competitive, I just LOVE the aspect of relying on my hopes and prayers that they will burst the same time I do.

    3) We don't forget that it's team play, it's just....SE doesn't give us any real options aside from spamming "Attacking melee!" 345 times hoping people help.

    4) DPS wind-up doesn't really matter at the moment in high level play. Mainly because at any given time you're working through a TBN+Benision/TBN+Adlo shields, so you have a whole 2 seconds worth of actual damage on the person before shields go back up. Just another symptom of class imbalance. Feeling punished for not having certain roles on your team feels great. Ninja burst doesn't happen during Triple Mudra anyway, it's usually Bhava+Assassinate into Triple Mudra.

    5) Healers can easily carry matches while the other roles kinda can't. I can't do my job if I'm dead, so playing a DPS class is reliant on the healers skill. Healers and takes are by far the strongest roles in the Feast at the moment. Can a DPS make a difference in a match? Yes. Carry? Potentially, if their teammates are good enough. Solo carry? Nah. Go play Whm/Sch/Drk for that.
    (2)

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