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  1. #21
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Quote Originally Posted by RydiaFey View Post
    Their damage seems fine, but considering how little up close Fighting some jobs need to do, like ninja, and how effective their escapes are, do they actually need this much damage reduction? I\\'ve seen melee make big mistakes, then escape from situations that definitely should\\'ve resulted in a knockout.

    With jobs being rebalanced and even ranged needing to push into melee range, it seems a little overpowered. I think red mage has about as many melee moves as ninja? So why the discrepancy? The pseudo "melee classes" get pretty incredible damage reduction. Honesty they feel like tanks, they just don\\'t have the limited invulnerability abilities.

    Anyone else feel similar? Is melee fine? Are they too durable? I think their damage is fine, esp with how many ranged attacks melee have. Only tanks should be this tanky, right?
    DR should be removed, i hate people getting away from me after being knocked to almost no hp.... or give me Piercing talon back
    (2)

  2. #22
    Player
    SilverSkyway's Avatar
    Join Date
    Nov 2020
    Posts
    100
    Character
    Silvorin Skycrest
    World
    Brynhildr
    Main Class
    Archer Lv 100
    As someone whom was leveling a sam,I played a bit to much sam in pvp (there LB is fun and scary). All I can say is I lived way to much where my bard or rdm would had die if roles were switched.

    I get in the zerg that is frontlines, melees can feel squishy but they shouldn't be a tank
    (7)

  3. #23
    Player
    RydiaFey's Avatar
    Join Date
    Aug 2017
    Posts
    89
    Character
    Warren Warlock
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by SilverSkyway View Post
    As someone whom was leveling a sam,I played a bit to much sam in pvp (there LB is fun and scary). All I can say is I lived way to much where my bard or rdm would had die if roles were switched.

    I get in the zerg that is frontlines, melees can feel squishy but they shouldn't be a tank
    Agreed. Granted bard can stay farther away from the fight than rdm or monk. Melee definitely needs some DR in frontlines, it's just currently too much.

    Some jobs that are categorized as melee have advantages in their kit like high potency, good escapes, multiple CC's, multiple ranged attacks that are also high potency, don't deserve to be this tanky.
    (5)

  4. #24
    Player
    Intratec's Avatar
    Join Date
    Jul 2022
    Posts
    10
    Character
    Shashayi Shayi
    World
    Jenova
    Main Class
    Black Mage Lv 75
    I would love it if there was a bit of a change. But I doubt it will come about in terms of a rebalancing. There are those that decry being multi-cc'd, but what choice do you have when you have to throw everything at that Ninja. Or that Dragoon to stop them in their tracks so they just don't get away? Or heck, to keep that Paladin from cheesing at Onsal. A flat DR was not exactly the optimal choice, I'd advocated a return to the older DR value for the DPS melee, or a slight buff to the old value so they aren't completely squishy just some sort of happy medium. And just keep the tanks at their current since they're... tanks. It couldn't be that difficult of a fix. Especially if they can nerf specific actions on a variety of classes. Or is this the spaghetti code thing?
    (1)
    Last edited by Intratec; 08-31-2022 at 05:07 PM.

  5. #25
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Quote Originally Posted by Intratec View Post
    I would love it if there was a bit of a change. But I doubt it will come about in terms of a rebalancing. There are those that decry being multi-cc'd, but what choice do you have when you have to throw everything at that Ninja. Or that Dragoon to stop them in their tracks so they just don't get away? Or heck, to keep that Paladin from cheesing at Onsal. A flat DR was not exactly the optimal choice, I'd advocated a return to the older DR value for the DPS melee, or a slight buff to the old value so they aren't completely squishy just some sort of happy medium. And just keep the tanks at their current since they're... tanks. It couldn't be that difficult of a fix. Especially if they can nerf specific actions on a variety of classes. Or is this the spaghetti code thing?
    honestly they should just give ranged abilities back to melee jobs.
    (0)

  6. #26
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    332
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    Melee are too durable for sure.

    - Someone who enjoys melee in frontline.
    (3)

  7. #27
    Player
    Charlotte_Wells's Avatar
    Join Date
    Feb 2018
    Posts
    71
    Character
    Charlotte Wells
    World
    Zodiark
    Main Class
    Red Mage Lv 90
    Yes, they are too durable but on the other hand with all the aoe dmg, lb's and cc's in an FL match it would be too hard to survive an jump in. Something like an additional immunity to all cc's in exchange for less DR might be an idea.

    I imagine that a lot of balancing is just to adress the impacts of LB's and CC's
    and with the comeback of RW certain skills might be even more OP.
    (0)

  8. #28
    Player
    RydiaFey's Avatar
    Join Date
    Aug 2017
    Posts
    89
    Character
    Warren Warlock
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Charlotte_Wells View Post
    Yes, they are too durable but on the other hand with all the aoe dmg, lb's and cc's in an FL match it would be too hard to survive an jump in. Something like an additional immunity to all cc's in exchange for less DR might be an idea.

    I imagine that a lot of balancing is just to adress the impacts of LB's and CC's
    and with the comeback of RW certain skills might be even more OP.
    As a Rdm in frontlines with less hp than ranged dps, I know diving in can be dangerous, but that's why you are supposed to play smart and decide when it's a good time to dive in vs staying back. High risk vs high reward for connecting with a target. Not just be immune to bad decision making and having enough hp, damage reduction, and escapes to avoid a group of 4-6 people because you wanted to yolo their base.
    (3)

  9. #29
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Quote Originally Posted by RydiaFey View Post
    As a Rdm in frontlines with less hp than ranged dps, I know diving in can be dangerous, but that's why you are supposed to play smart and decide when it's a good time to dive in vs staying back. High risk vs high reward for connecting with a target. Not just be immune to bad decision making and having enough hp, damage reduction, and escapes to avoid a group of 4-6 people because you wanted to yolo their base.
    This, just like before you're supposed to play it smart and know when to dive and to retreat.

    Right now they're so tanky that it takes a whole group to take a single melee down, it's actually worse than tanks, and that's not normal. And all that while dishing the most damage.
    (1)

  10. #30
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    Dancers need to constantly be in danger because of their limited range and it takes a single mistake or such to just delete one.
    A ninja can stall for so long unless you just have the jobs that can make escape hard (Warriors's chain pull/White Mage polymorph etc).
    (1)

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