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Thread: Ranged in 5.1

  1. #41
    Player
    Crit's Avatar
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    Character
    Crit Ful
    World
    Ultros
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    Monk Lv 90
    It's pretty sad how range are in Frontlines, they're honestly just free food for enemy melees to dive to and one shot then disengage all happy with 10 extra battle high gauge then said melee just snowballs for the rest of the match with rinse and repeating one shotting range in feint+burst window until max high. Atleast that's how you do 1.5 mil dmg as drg, feint dsight life surge 1600 pot gcd stardiver nastrond gcd high jump smite elusive out and bolt away ezclap fun balanced gamemode haha
    (3)

  2. #42
    Player
    Divinemights's Avatar
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    Altria Pendragons
    World
    Leviathan
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    Ninja Lv 100
    I did some search and saw few JP frontline/feast video. The coordination between ransoms is very impressive. Tanks are doing their function correctly. Any Meele cross the fire line wth fetter ward still getting neutralized by rotation is correct CCs. No wonder they keep put a shackle on the Ranges

    They don’t have issue with premade because their randoms have same lvl of coordination.
    (1)

  3. #43
    Player
    Esmoire's Avatar
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    Dec 2018
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    Gold Saucer
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    Character
    Mei Coincounter
    World
    Ultros
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    Goldsmith Lv 100
    Quote Originally Posted by Crit View Post
    It's pretty sad how range are in Frontlines, they're honestly just free food for enemy melees to dive to and one shot then disengage all happy with 10 extra battle high gauge then said melee just snowballs for the rest of the match with rinse and repeating one shotting range in feint+burst window until max high. Atleast that's how you do 1.5 mil dmg as drg, feint dsight life surge 1600 pot gcd stardiver nastrond gcd high jump smite elusive out and bolt away ezclap fun balanced gamemode haha
    I really don't think ranged are in a bad situation in FL overall and I really don't think playing melee is anywhere near as free as you make it sound. When I play WAR I'll gladly eat up all the defensive CDs and getaways melee think they can use when they make a reckless play. These tools, especially the absolutely magnificent Elusive Jump, do allow us to to make plays, but it is more opportunistic in general. Range damage is massively important because they are always doing damage, while melee is situational. Ranged is the role where I am more interested in how much damage people have on the score sheet at the end, as ranged are integral in wearing down the enemy potions and healer CDs allowing us to get through the enemy frontline and onto those squishy targets tucked away.

    With regards to balance I do think the +15% damage bonus on melee is a bit unnecessary and I do think NIN should be brought down a bit while MNK and SAM are given some better tools to keep up in a greater range of scenarios. Like it's really weird MNK, the purest of melee, has no tools to get out of a situation while DRG, the job with an amazing engage game and a huge pool of midrange options, gets to just cancel Holmgang if we feel inconvenienced. We have some balance problems within the ranged classification, too; IMO BLM and DNC are superior to the others, sometimes grossly so with DNC basically having all the advantages of MCH but with more utility and mobility.
    (0)
    Last edited by Esmoire; 11-26-2019 at 06:19 AM.

  4. #44
    Player
    BloodRubyXII's Avatar
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    Völs am Schlern, Italy
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    Character
    Owa Owa
    World
    Odin
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Divinemights View Post
    I did some search and saw few JP frontline/feast video. The coordination between ransoms is very impressive. Tanks are doing their function correctly. Any Meele cross the fire line wth fetter ward still getting neutralized by rotation is correct CCs. No wonder they keep put a shackle on the Ranges

    They don’t have issue with premade because their randoms have same lvl of coordination.
    Well ye the Russians are the exact same on WoW.
    (0)
    FanGathering Mail Rail London Nov 2019 (✓)
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  5. #45
    Player
    Toffa's Avatar
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    May 2016
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    Character
    Mibu Pojantah
    World
    Balmung
    Main Class
    Astrologian Lv 100
    I feel like when I do well as ranged, it's not because I was making good plays or smart decisions, I just "got away with it"
    Idk how it is in Aether or Primal, but in Crystal, you can usually count the people that hit over 200k damage on your fingers, across all three teams.
    I think if more people actually played this mode in the way the developers designed it, not "CAN I BEAT THE ELITE FOUR WITHOUT USING A SINGLE GCD?????", there would be many more calls to buff ranged.
    (0)

  6. #46
    Player
    BloodRubyXII's Avatar
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    Character
    Owa Owa
    World
    Odin
    Main Class
    Ninja Lv 100
    What it's like playing M Ranged in Feast atm:
    12.5k hp pool.
    2 potions.
    Ill wind working as a full on pacify instead of just a silence - so cant ward or potion under the influence of it.
    Average burst windows hitting you for 5-7k.
    Potions being on tick delay, use too early and it lands with you on full HP, use too late and you die even if you pressed it on 5k hp.
    Potion heal potency is based on remaining hp, but it's unlike you can use one before 50% HP without dying. A melee is more likely to get away with using a potion on 30% HP and getting the full benefit of it than a range is, because 30% hp for a range is like under 4k hp - and there are executes in the game that'll hit you harder the lower hp you are, but snap punch and a TFC will kill you at that hp. Physical range have the same HP, but have better kiting potential in just about every way (lol dancer)
    We don't even have the HP trait anymore to use as a crutch.
    Endless frustration because a melee can push in constantly and freely do damage whilst having amazing survivability and if you follow you leave the sanctuary of the walls and get 100-0'd if you don't have an escape.


    Piece all my breadcrumbs together because I'm too lazy to thx.
    (2)
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  7. #47
    Player
    Shpy's Avatar
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    Jul 2019
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    Character
    Inugami San
    World
    Mateus
    Main Class
    Bard Lv 100
    Quote Originally Posted by BloodRubyXII View Post
    What it's like playing M Ranged in Feast atm:
    12.5k hp pool.
    2 potions.
    Ill wind working as a full on pacify instead of just a silence - so cant ward or potion under the influence of it.
    Average burst windows hitting you for 5-7k.
    Potions being on tick delay, use too early and it lands with you on full HP, use too late and you die even if you pressed it on 5k hp.
    Potion heal potency is based on remaining hp, but it's unlike you can use one before 50% HP without dying. A melee is more likely to get away with using a potion on 30% HP and getting the full benefit of it than a range is, because 30% hp for a range is like under 4k hp - and there are executes in the game that'll hit you harder the lower hp you are, but snap punch and a TFC will kill you at that hp. Physical range have the same HP, but have better kiting potential in just about every way (lol dancer)
    We don't even have the HP trait anymore to use as a crutch.
    Endless frustration because a melee can push in constantly and freely do damage whilst having amazing survivability and if you follow you leave the sanctuary of the walls and get 100-0'd if you don't have an escape.


    Piece all my breadcrumbs together because I'm too lazy to thx.
    I agree. In order for a ranged to not die they will have to pop both their pots and use Recupe after just one burst and melees can burst a lot faster now and hit harder so next burst a ranged won't be prepared for the next one and most likely just die. Another issue is that ranged should have more of a solid consistent burst instead of a burst that's just pressure basically. Also thanks for staying on topic
    (0)

  8. #48
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    BloodRubyXII's Avatar
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    Owa Owa
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    Odin
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    Ninja Lv 100
    Quote Originally Posted by Shpy View Post
    I agree. In order for a ranged to not die they will have to pop both their pots and use Recupe after just one burst and melees can burst a lot faster now and hit harder so next burst a ranged won't be prepared for the next one and most likely just die. Another issue is that ranged should have more of a solid consistent burst instead of a burst that's just pressure basically. Also thanks for staying on topic
    I've had like 4 consecutive days of customs and because I'm traditionally a ranged main, I get asked to swap and I hate it - because I've been practicing a lot of melee and I feel absolutely immortal only mistakes will kill me. I loved SMN when the patch dropped because no1 knew how to play and I could just get insane pressure and 300k damage games. Now that everyone's more or less gotten used to the game and a lot of people have been practicing melee, I either stand at max range and struggle to engage with most melee burst windows which leads to a lack of pressure from my team, or I go in and die whilst barely getting to use a potion because you can literally get 100-0'd with 12.5k hp and potions having a horrendous tick delay. It's not a fun way to play. No range is scary enough at the moment and has enough defensive capability to justify how quickly they can die. It's definitely huge concernfroge when the best range right now is probably Dancer just because of En Avant.

    I personally don't play Frontlines, but Crit's post is concerning because it implies they aren't doing much better there either.
    (0)
    FanGathering Mail Rail London Nov 2019 (✓)
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  9. #49
    Player
    Shpy's Avatar
    Join Date
    Jul 2019
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    44
    Character
    Inugami San
    World
    Mateus
    Main Class
    Bard Lv 100
    Quote Originally Posted by BloodRubyXII View Post
    I've had like 4 consecutive days of customs and because I'm traditionally a ranged main, I get asked to swap and I hate it - because I've been practicing a lot of melee and I feel absolutely immortal only mistakes will kill me. I loved SMN when the patch dropped because no1 knew how to play and I could just get insane pressure and 300k damage games. Now that everyone's more or less gotten used to the game and a lot of people have been practicing melee, I either stand at max range and struggle to engage with most melee burst windows which leads to a lack of pressure from my team, or I go in and die whilst barely getting to use a potion because you can literally get 100-0'd with 12.5k hp and potions having a horrendous tick delay. It's not a fun way to play. No range is scary enough at the moment and has enough defensive capability to justify how quickly they can die. It's definitely huge concernfroge when the best range right now is probably Dancer just because of En Avant.

    I personally don't play Frontlines, but Crit's post is concerning because it implies they aren't doing much better there either.
    Yeah it's pretty rough playing ranged right now, I have the same issues with being at max range in order to stay safe and not die with my experiences being on JP and Scrims. Basically SE needs to add more survivability to each of the ranged dps but not to much to where they can basically be in bad position or literally be in melee ranged and not be punished, Like a buff to HP, more in-kit CC abilities, removing the AoE abilities from all ranged kits, Honestly way to situational especially against experienced players and to also adjust a few ranged dps burst dmg to be more consistent. In order for bard to do any burst dmg they have to heavily rely on Apex for burst which isn't always up and rdy since their burst now takes longer to build compared to melees.
    (0)

  10. #50
    Player
    Astrophysx's Avatar
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    Jul 2017
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    166
    Character
    Bubble'gum Blue
    World
    Masamune
    Main Class
    Dragoon Lv 53
    The solution to this problem is to use LB on range DPS during Culling Time for 1 hit kill. Oh wait a minute...
    (1)

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