It still involves more engagement than range spamming abilities, and eden 4 wants to have a word with you. xD




There's a difference between taxing the range slightly for their free mobility and said tax being over 1,000 rDPS. Right now, the disparity is so high, melee DPS can straight up die and still out-pace any job besides Black Mage. So what, exactly, are the Range, Red Mage and Summoner being rewarded with here?
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
You are going to wait for 5.1 because this will be the patch with slight range dps buff.There's a difference between taxing the range slightly for their free mobility and said tax being over 1,000 rDPS. Right now, the disparity is so high, melee DPS can straight up die and still out-pace any job besides Black Mage. So what, exactly, are the Range, Red Mage and Summoner being rewarded with here?
All you really need is 5-6% dps buff making it 200-500 dps difference.


People are still pushing the "melee is hard" meme? There's no reason for melee to ever have to leave melee range given how every fight has strats designed to maximize uptime. Complaining about melee being hard is essentially saying "waahh i can't plant my feet and stand around smashing away at a training dummy, this is too hard." Every single caster is more difficult than any melee job and phys ranged are expected to balance performing their rotation and being the designated mechanics bitch. Meanwhile everyone bends over backwards to make sure the melee keep their precious uptime. Claiming melee DESERVE to do ungodly amounts of damage is pretty ridiculous.


It's true that there really isn't any inherent difficulty in playing a melee compared to other jobs, but having melee in your comp does introduce difficulty to an encounter. The difficulty just isn't on a personal level, it's a party wide difficulty that imposes a constraint on developing strategies for clearing content. You have to develop strategies that factor in Melee uptime (as you must also consider the Casters' relative immobility into those strategies), or your party wide damage is going to go down the drain.People are still pushing the "melee is hard" meme? There's no reason for melee to ever have to leave melee range given how every fight has strats designed to maximize uptime. Complaining about melee being hard is essentially saying "waahh i can't plant my feet and stand around smashing away at a training dummy, this is too hard." Every single caster is more difficult than any melee job and phys ranged are expected to balance performing their rotation and being the designated mechanics bitch. Meanwhile everyone bends over backwards to make sure the melee keep their precious uptime. Claiming melee DESERVE to do ungodly amounts of damage is pretty ridiculous.
It's inherently a cost benefit relationship. You lose flexibility in the strategies you're able to develop for an encounter, you gain damage for doing so.
However, the damage potential that the ranged jobs lack because they don't inherently impose positioning or movement constraints on the party to work around for strategies is currently much to wide. It should be in the 400-500 range, not in 1k range like it currently is.
Last edited by SpeckledBurd; 10-03-2019 at 04:16 AM.


Watching forum drama be like


How about when the bosses rear is about to explode, in a zone that nobody else is in so your share-damage-or-die mechanic will kill you on bad timing, judging whether or not your GCD will roll in time to make the movement worthwhile, and whether or not you can make it back to safety to make the extra bit of potency for the bonus not result in dying?
Nothing in a vacuum is big brained.
What about those melee job players who have not perfected all the runs 0 to 100% knowing every single boss spell, skill, aoe, its dimensions and mechanic hmmm?People are still pushing the "melee is hard" meme? There's no reason for melee to ever have to leave melee range given how every fight has strats designed to maximize uptime. Complaining about melee being hard is essentially saying "waahh i can't plant my feet and stand around smashing away at a training dummy, this is too hard." Every single caster is more difficult than any melee job and phys ranged are expected to balance performing their rotation and being the designated mechanics bitch. Meanwhile everyone bends over backwards to make sure the melee keep their precious uptime. Claiming melee DESERVE to do ungodly amounts of damage is pretty ridiculous.
The ceiling for melees is higher so the damage is higher, thats about it.
Not everyone is playing savage in static with over 80% percentile performing people if i could mind you.
There are mistakes, there is a rng element in melee gameplay like it or not.
Just look at the "normal" mode for eden and see the differences there are a lot smaller than in savage.
Make melee doing same damage as ranged and there will be no point to play them, why so if they could go range and just ignore doing positionals and etc.
Considering how scripted boss fights are mobility really doesn't mean anything, the "mobility tax" is silly
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