Results -9 to 0 of 86

Threaded View

  1. #11
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,650
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ssunny2008 View Post
    It´s not about prioritize or not. The point is, that disengages are the only real con every melee has. If you give them a strong tool to get ride of this issue, they could even get ride of the mechanic and leave them stuck at the boss. You don´t have to take care for timings or anything anymore, you can play easily save without that big DPS loss. It would be even way too forgivable for personal missplays.
    Yes, it is. Literally every example you gave boils down to "will I do more damage if I perform y." This doesn't change with stronger range attacks. For example, in E11S, I have to disengage for Lightning cycle, there's a period of roughly two GCDs where I can't attack. There is no thought here, no decision making. I've already greeded the cast bar with Sprint. I literally do nothing because Piercing Talon is garbage. Making it not break my combo essentially gives me a button to press in this window where I'm otherwise taking a sip of coffee. Ninja's mudras actually add depth because they have a range option to fall back on whereas the other Melee don't, though Samurai can at least make theirs work.

    You also keep ignoring Dragoon's range attack is worthless. It's so weak, there's literally zero reason to have it on your hotbar. That isn't fair, it's bad design.

    Quote Originally Posted by ssunny2008 View Post
    It´s not even about fair either, because it´s alright imo. Caster have casting times, Melees have to deal with the downtimes meanwhile phys. Range don´t have to deal with anything of that, but do overall less damage. It´s definately fair and the only reason why BLM shines imo, is because the actual tier is way to friendly to him. I remember times where nearly noone played BLM or noone wanted them in the party for obvious reasons. And those tools are not permanent ready. Any mechanic or RNG into your leylines or hardcasts is pain.
    Except Casters have options to fall back on. Summoner practically laughs at movement mechanics because they have so many instant casts. In fact, the only Caster remotely hindered by heavy movement is, ironically, Red Mage. And even they have Dualcast and Swiftcast to play with. The Melee have nothing. We just lose damage. Now if we were the strongest role in the game, you could make the argument of this being the trade off. But we aren't. Black Mage and Summoner deal more damage... despite having zero hindrance from movement. Even Red Mage is ahead of most Melee. So there is an imbalance here. Furthermore, it isn't this tier being friendly to Black Mage. They've been given a massive amount of movement tools specifically to address complaints about movement.

    The whole purpose of learning how to play Black Mage is discovering where you can place Leylines, when you need to hold Triplecast and etc. That's primarily why its rotation is fairly basic. The actual difficulty comes from learning how you can turret. Melee don't have this option. If a mechanic requires they disengage, they just lose damage.

    So having abilities so useless, you take them off your hotbar is "part of the game and class design"? Monk doesn't even have to worry. They don't have one to begin with. That also part of the design? Do literally nothing. Definitely good design...
    (12)
    Last edited by ForteNightshade; 03-08-2021 at 03:00 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."