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  1. #1
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AnnRam View Post
    The amount of disadvantages melee DPS jobs have in PVP its ridiculous,stupid, non-sense most of the time melee jobs have to spam range attacks and engage every 60 seconds when fetter ward its up.

    Then you as SE for some reason decided to give Warriors(they are immune to everything in PVP with their buff) Holmgang an skill that PULLS YOU IN from 20 km away, leave you stuck unable to move and is basically death sentence to every melee job that tries to get close to do THEIR JOB except for DRGS because their elusive jump its the only way to play around it, making the frontline experience frustrating because you can't simple engage with so many WARRIORS on the opposite raids, its very normal to get Holmgang even 3 times in a row because it doesn't leave a "buff" in your character when you get sleep/slow/bind/stun etc.

    Of course if getting Holmgang every time I decide to engage you give to every single RANGE JOB a silence,bind,slow,AOE stun/Sleep/push/drag in skill meanwhile only NIN can silence for 1 second but at melee range, tell me how its this fair? you are telling us that playing melee dps in frontline its throwing unless you come with a premade and 2-3 pocket healers baby sitting you all the way.

    Melee DPS jobs can't stun/silence(only Nin)/slow/interrupt but all the range/tanks jobs can.
    Melee DPS jobs can't engage properly but its ok that a Black mage can burst for 7k tapping 2 keys in 2 seconds window.
    Melee DPS have the same the same amount of HP than TANK jobs but without any defensive skill unless you play MNK/Reaper but then again 6 seconds its miserable, you can't get it without fetter ward which already have 60 seconds CD.

    Also why in the world Healers jobs can use POTIONS? it takes 2-3-4 people to take down a single WHM because they have so many tools to remove status, remove bind/slow,silence, burst heal,damage reduction, use LB and of course use 3 potions, I saw so many many times a WHM running from our respawn in seal of rock to His/her respawn while getting hunt by 3 people and yet he/she could survive, this its just ridiculous.

    I truly hope the next PVP version FFXIV fix all the issues because right now its nothing but a clown fest.
    In 5.3 the final adjustments to frontline PVP were made, in it:
    - The bonus to damage dealt for tank and melee DPS roles has been reduced from 15% to 10%.
    - Bonus to damage reduction for dragoon and ninja has been reduced from 30% to 25%.
    - Bonus to damage reduction for red mage has been increased from 0% to 20%.

    The damage reduction was due to melee being too STRONG at the time, while adding less defensives for melee jobs with more range abilities(DRG and NIN). In all, melee's and tanks have passive damage and mitigation due to their disadvantages in Frontlines and Rival Wings. In the end it comes down to player skill, and your ability to play as a team. Not to mention all the melees have an escape ability(Shukuchi, Elusive Jump, Hissatsu: Soten, and Hell's Ingres/Egress) with the exception of MNK, who still retains it's 3 Shoulder Tackles that will most likely change to their new movement ability.

    Ranged get CC due to their lower damage, and the fact that they lack the HP or defensives that melee have. It's all in the balance of the game. Tanks soak as much damage and CC's as they can, while also providing useful stuns or draw-ins as well as party defensive buffs. Healers heal and shield and Esuna and Rescue. Range do poke damage from afar with some CC, and Melee do the most damage with many moves that execute. Potions were given to every job when they severely nerfed the amount of outgoing healing healers can do, in order to 1.Nerf how strong the role was and 2.Help address the lack of healers on Frontline queues. Yes, healers are hard to kill, but they hardly do any damage, don't really have any CC, and are usually the number 1 target in Frontlines, making their survivability a necessity.

    Lastly, if you as a melee are diving head first into a group of 24 enemies with no tank to peel and no healer to keep you alive, that's on you. Whilst it's arguably easier to get Battle High on DRG and NIN with their AoE cleave abilities, achieving it on the other melee jobs isn't that hard of a feat, and is a lot easier if you pre-make a four man to include a tank and healer to work with you. You're not supposed to be able to dive into an enemy team and do whatever you want and stay alive, that would be broken. Even as a tank I can only stay in the middle of an enemy team for as long as I have cooldowns for it until I reach Battle High. Play around your abilities, play WITH your team, don't be the center of attention to an enemy, and focus on survival first and foremost until you get Battle High, then you can go off. If Holmgang annoys you that much, just go DRG who has a built in anti-Holmgang ability with Elusive Jump.
    (5)

  2. #2
    Player
    Garten's Avatar
    Join Date
    Aug 2013
    Posts
    420
    Character
    Garten Rei
    World
    Moogle
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Ixon View Post
    If Holmgang annoys you that much, just go DRG who has a built in anti-Holmgang ability with Elusive Jump.
    The fact that you had to add this is proof that something is wrong.. it is just stupid that fetter ward does not suffice..
    (2)

  3. #3
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Garten View Post
    The fact that you had to add this is proof that something is wrong.. it is just stupid that fetter ward does not suffice..
    You ever play that game at the beach, where you chase the water on the shoreline then run away when it gets close, just to chase it again as it recedes? That's Frontlines in a nutshell. You move and play with the flow of your team and the enemy teams. When the enemy falls back, you can push up, when the enemy pushes up, you move back. Most of the people I see die are very, VERY, often out of position with no defensives or pots to save them. Holmgang isn't some super duper magical ability, it's 3s bind with a slight draw-in. It's not blocked by Fetter Ward or resistances because it also acts as WAR's invuln, and that would ruin that part of it if it could be blocked so easily. The game is full of CC that can destroy you if caught out of position. Painflare is a Ranged AoE stun, Nightwing is a Ranged AoE sleep, Every Phys range can take the same 3s Bind Holmgang has on a 30sec cool down and from a much longer range, every tank has a gap closer and a stun with the option to take Weapon throw as a pull in.

    On the other side, every job has Medical Kits(Pots), that when used at LOW health can cure up to 6,000 HP. So when Johnny-to-close gets Holmgang'd and I see them pop every pot at once, yeah, they are going to die. Every ranged job has the ability to play, at ranged, which in itself is a defensive. This works the same with DRG and NIN, who have strong ranged abilities, on top of DRG having the ability to leap out of bind, and NIN's getting a shield on their Shukuchi, and the ability to AoE silence people around them which can be used defensively as well. The other melees have built in defensive abilities, MNK's Riddle of Earth, SAM's Hissatsu: Chiten, and RPR's Arcane Crest. On top of this, every Melee can take Bloodbath or Arm's Length or Fetter Ward or to aid in their survival, hell, you could even take Backstep if it helps.

    All you have to do with all these defensives and cooldowns and pots is play around them, which isn't that hard to do. Do you have all your defensive stuff? Pop a few, jump on in, spin to win, jump out when they are done, wait till they come off cooldown, rinse and repeat. If you don't have any, hang back a bit, maybe wait till YOUR tank Holmgangs someone out of position and wail on them for free points, then jump back in when you are good to go. Melee in Frontlines is the definition of high risk, high reward. It's easy to get caught out in the open, but if you can stay alive till you hit Battle High, you can just start solo cleaving teams. Hence why the damage and defensive bonuses for melee are so much higher than ranged in the first place. Not to mention you can party up, find others that want to play, have someone go tank to soak CC and damage, have someone go healer with rescue, profit.
    (2)
    Last edited by Ixon; 03-26-2022 at 07:24 AM.