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  1. #11
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,664
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Allowing Melee full uptime without forcing them to get creative takes away even the slightest challenge in their rotation. As does the removal of positionals. At that point, every boss is a target dummy we mindlessly do our rotation on with no "on the fly adjustment." Making snap decisions adds to the flavor of Melee in the same way Casters will greed that final cast before moving. That isn't to say they haven't designed poor downtime mechanics. The towers in E7S, for example, is awful because one Melee can be randomly punished with no way around it. Someone just takes the loss. That kind of downtime should be avoided because it isn't fun whereas trying to find those exact moments where you can briefly step out and back in before your GCD finishes feels rewarding.

    With that said, I do agree with some points you're brought up. Namely, Melee need far superior range tools. Piercing Talon is the go to example of awful design. Not only does it break your combo, but it's laughably low potency makes it better use your AoE combo. Frankly, it's absurd how weak this ability is.
    (9)
    Last edited by ForteNightshade; 03-08-2021 at 01:14 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."