Quote Originally Posted by Reaujien View Post
You don't think there's risk in being melee (e.g., jobs that wear heavy-ish armor) - in restricting yourself to only being able to do damage in close proximity? A melee player could say the same thing: That they find it unfair that mages can pump damage, CC, and debuffs all while being at a safe distance to avoid almost all damage period. This whole "risk/reward" you speak of doesn't just apply to mages; there's risk in melee as well, but just different kinds and different flavors.

Melee have to be in proximity to almost all forms of damage that mobs can spew out, otherwise they won't be able to do any damage at all. Take for example the Kirin fight in XI - if a melee gets/remains to close they're going to get fayced by his huge AoE spell (think it was Aeroga IV - I forget). Perhaps there are better examples, but I think that's simple enough to get the gist. So there's a risk involved just to be able to whip out some WSs on him. Mages on the other hand can remain at a safe distance at all times all while being able to do burst damage at whatever pace they choose (for the most part). Also, as mages have to manage their MP, melee have to manage their TP and use it just as accordingly as mages use their MP pool.

But regardless, I could go on an on about the trade offs between melee vs. mages, but when it all boils down it's all about what can effectively damage the mob during fights. Some fights the mob is too dangerous for anyone to stay at close proximity (and at times, even the tank), and so this is perhaps when mages (and ranged, such as Archers/Rangers/etc.) shine; whereas other fights the mob is so resistant to magic that the only thing that'll really damage it is a blunt weapon across its fayce.

And I'm surprised you think that - honestly; that mages by virtue of being "mages" should somehow always... *magically* (pun intended)... be top DD on average regardless of the fight. I mean, XI had loads of mobs that were highly resistant to magic, to the point where melee were forced to SC just so the mages could get a bump in accuracy and damage so they were sitting there like useless spots in the alliance (which, IMO, was great tactics - to have BLM burst on SC w/e possible).

That one job should always be top overall regardless of the situation is tantamount to suggesting that this game (or any FF game) should only consist of a tank, a healer, and a party of DD consisting only of JOB-X; it's foolishly audacious.
And this whole statement you made is the reason why we have class-stacking, this is what happens when developers do it another way.


Wizards were the power-house of the casters, every other caster were pet classes, except alchemist. It had really good buffs and had potion (ammo) and really good debuffs. The petters could steal do good damage, not as high as wizards, but you could have the pet tank one mob while the master can attack another. Clerics were hysterically awesome at killing undeads, which it had several raid areas with undead.

Sir, look up Everquest Online Adventures for the ps2. Yes the game is very old, but it will show you how well class balance was in that game. Every single class was useful, you could take any class anywhere on a raid.

You can't have two casters, one being a healer with heavy armor that can do roughly the same damage as the one who is only a damage dealer with cloth armor and less health. Or melees, which positioned correctly have just as little threat to some enemies as casters to being hit. Lancers against Ifrit for example, or archers to moogles. Anyone who times the self-explosions or learns a mobs pattern can easily avoid the damage.

When crap hits the fans let's say and the paladin dies. The mob will go after whoever does the most damage. Who is more likely to live long enough for one healer to spam heal while the other revives the tank? Sure as hell won't be Black mage/thaumaturge with it's low defense and hp. Look at mister melee warrior who can dps and possibly tank taking several hits not dying in 1 to 2 hits.

Or Mr. Pugilist/Monk who can evade some hits while the tank is getting back up.

I am sure Lancer can do it to if someone tried hard enough.

No class that can take a hit should ever exceed the one that can't take the hit. It's called Balance.