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  1. #31
    Player
    Karasio's Avatar
    Join Date
    Nov 2019
    Location
    Gridania
    Posts
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Dragoon Lv 90
    I think the real issue is giving the same blanket 60% or whatever that number is to all melee jobs which is just flat out fucking stupid because not all jobs have the same tools for escaping, etc. Ninja has that huton shield with a movespeed buff and a dash with invisibility on it while dragoon has a little aoe they have to hit for any kind of mitigation and one backflip. There's just a slight imbalance there but I'm sure they'll address it one day
    (2)

  2. #32
    Player
    RydiaFey's Avatar
    Join Date
    Aug 2017
    Posts
    89
    Character
    Warren Warlock
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Karasio View Post
    I think the real issue is giving the same blanket 60% or whatever that number is to all melee jobs which is just flat out fucking stupid because not all jobs have the same tools for escaping, etc. Ninja has that huton shield with a movespeed buff and a dash with invisibility on it while dragoon has a little aoe they have to hit for any kind of mitigation and one backflip. There's just a slight imbalance there but I'm sure they'll address it one day
    I agree with you. I don't think any melee needs 60% damage reduction. It's like playing frontlines lite, or frontlines, but with training wheels. That's kinda how I see people playing melee in frontlines right now. Kind of that same feeling as seeing someone play a tank in world of warcraft pvp so they can use their emergency save me button when they make mistakes.

    It should not be like that. Melee should be the best players imo, because it's high risk/high reward vs ranged which would be lower risk vs lower reward, as long as you maintain your distance. I get casters are squishy and have cast times, and that affords them a bit higher damage. But melee shouldn't be played like tanks.
    (2)

  3. #33
    Player
    Karasio's Avatar
    Join Date
    Nov 2019
    Location
    Gridania
    Posts
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RydiaFey View Post
    I agree with you. I don't think any melee needs 60% damage reduction. It's like playing frontlines lite, or frontlines, but with training wheels. That's kinda how I see people playing melee in frontlines right now. Kind of that same feeling as seeing someone play a tank in world of warcraft pvp so they can use their emergency save me button when they make mistakes.

    It should not be like that. Melee should be the best players imo, because it's high risk/high reward vs ranged which would be lower risk vs lower reward, as long as you maintain your distance. I get casters are squishy and have cast times, and that affords them a bit higher damage. But melee shouldn't be played like tanks.
    But in order for there to be any actual distinction between like, player skill and such, character kits shouldn't be so fucking bloated with hard CC effects. Every ranged has SOME bind or SOME slow or whatever. The instant you go in you just get locked down and burst down. Idk, it's just so stupid but that comes down to how shit they designed the jobs in their current iteration. Half the CC effects could be gutted out of every job's kit and the game would be better off for it.
    (2)

  4. #34
    Player
    Lustre's Avatar
    Join Date
    Feb 2022
    Posts
    486
    Character
    Tatsuya Sarugaku
    World
    Moogle
    Main Class
    Paladin Lv 90
    I used to think WoW's pvp balancing was bad, but XIV is on a whole other level. Making it so that melee arent essentially walking tanks would be a good start.
    (4)

  5. #35
    Player
    RydiaFey's Avatar
    Join Date
    Aug 2017
    Posts
    89
    Character
    Warren Warlock
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Karasio View Post
    But in order for there to be any actual distinction between like, player skill and such, character kits shouldn't be so fucking bloated with hard CC effects. Every ranged has SOME bind or SOME slow or whatever. The instant you go in you just get locked down and burst down. Idk, it's just so stupid but that comes down to how shit they designed the jobs in their current iteration. Half the CC effects could be gutted out of every job's kit and the game would be better off for it.
    I suggest they add more counterplay. Give melee jobs, or classes that go into melee frequently, a job flavored fetter ward like effect(cc immunity for like 10 seconds). Then give everyone, all roles, something like the cc protection that bards and whm have in addition to purify. So melee would have 2 ways to preemptively prevent cc, plus purify if you do get locked down.

    That way the amount of cc doesn't feel so oppressive, because you have more tools to deal with it, and melee oriented jobs wouldn't need 60% damage reduction to push into melee range.
    (0)

  6. #36
    Player
    Zsolen's Avatar
    Join Date
    Sep 2015
    Location
    Tailfeather
    Posts
    817
    Character
    Zanelle Solainteau
    World
    Coeurl
    Main Class
    Machinist Lv 100
    I do think in large scale modes melee should have some damage reduction. I get by just fine on ranged, but I can see those new to frontlines/rival wings and people that are not hardcore pvpers struggling with it. If they changed the damage reduction from 30% to 20% and to 15% for NIN (not DRG since it nerfs itself already), that would balance it much more. Right now you can have a team of four PLD (nothing wrong with that) and stay alive quite a bit. DRK would also be slightly less meme.
    (0)

  7. #37
    Player
    Karasio's Avatar
    Join Date
    Nov 2019
    Location
    Gridania
    Posts
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RydiaFey View Post
    I suggest they add more counterplay. Give melee jobs, or classes that go into melee frequently, a job flavored fetter ward like effect(cc immunity for like 10 seconds). Then give everyone, all roles, something like the cc protection that bards and whm have in addition to purify. So melee would have 2 ways to preemptively prevent cc, plus purify if you do get locked down.

    That way the amount of cc doesn't feel so oppressive, because you have more tools to deal with it, and melee oriented jobs wouldn't need 60% damage reduction to push into melee range.
    That would mean the team would have to admit what they've made thus far is not great lol.
    (0)

  8. #38
    Player
    Bergfinn's Avatar
    Join Date
    Apr 2022
    Posts
    25
    Character
    Bergfinn Mrazsch
    World
    Leviathan
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Zsolen View Post
    I do think in large scale modes melee should have some damage reduction. I get by just fine on ranged, but I can see those new to frontlines/rival wings and people that are not hardcore pvpers struggling with it. If they changed the damage reduction from 30% to 20% and to 15% for NIN (not DRG since it nerfs itself already), that would balance it much more. Right now you can have a team of four PLD (nothing wrong with that) and stay alive quite a bit. DRK would also be slightly less meme.
    Melee always will suffer in mass PvP mode where "stack and AoE" is the best strategy 99% of the time + some maps really favor ranged jobs (The Fields of Glory). That said, I think the devs exaggerated a little because melees are just too "tanky" right now with little to no disadvantage compared to most ranged jobs where they need to risk their neck going melee to do something important and/or hit like wet noodles.
    (2)

  9. #39
    Player
    Elfidan's Avatar
    Join Date
    Sep 2013
    Location
    The gates of Hades
    Posts
    764
    Character
    Elfidan Gadfor
    World
    Ultros
    Main Class
    Reaper Lv 100
    These changes were made as a temporary measure for the fact that everyone was playing summoner making most of the roster unplayable.

    Ninja is busted as shit. It's hands down the most versatile pvp job.

    I quick read this so forgive me, but I didn't see anyone touch of the fact that MCH Limit Break can't one tap a melee but for sure can a ranged. Seems a bit off to me. (Look at the crazy number difference the raw reduction makes sometime if you're bored. It's wild.)

    I really hope they will come back to balancing this, but if Crystalline Conflict balance changes or the supposed ones they did for Rival wings are any indication of what we might see, don't expect much.
    (2)

  10. #40
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Zsolen View Post
    I do think in large scale modes melee should have some damage reduction. I get by just fine on ranged, but I can see those new to frontlines/rival wings and people that are not hardcore pvpers struggling with it. If they changed the damage reduction from 30% to 20% and to 15% for NIN (not DRG since it nerfs itself already), that would balance it much more. Right now you can have a team of four PLD (nothing wrong with that) and stay alive quite a bit. DRK would also be slightly less meme.
    Yes, some DR for melee makes sense, however not a flat rate for each melee job. Rather than changing DR due to this, i would prefer that SE created/improved the Frontlines and Rival Wings tutorial for new players. Unfortunately I don't think they will

    I also disagree with the position of balancing that based upon whether people are struggling because whether they are new or not "hardcore". There is no gear that blocks someone from PVP in this game, they can just jump right in and they could be in the same match as someone who has played 1000 matches. I have no problem with that, in fact as someone who had to grind without end to get the best PVP in other games I think it's great- but I do expect that the veteran players will likely wipe the map with the newer players. That also means that the people that may join only once in while are likely not going to do as well as those players who PVP every day for a variety of reasons (no focus, not looking at their map, not knowing their skills, etc).
    That's no more "hardcore" that those people who have a static for savage or unreal content. It wouldn't be seen as normal to ask for balance change for players who never do that level of content to PVE skills - you are applying the same type of request in PVP.

    .
    (2)

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