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  1. #181
    Player
    Keiisuke's Avatar
    Join Date
    Jun 2016
    Posts
    48
    Character
    Sanada Shishio
    World
    Moogle
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ferrinus View Post
    If a boss does a circle followed by a donut, a melee character has to stop attacking half the time but a ranged one doesn't.
    I disagree with this, SE gives you the tools to keep attacking while dodging this kind of pattern (if we go back to the SAM example, Hissatsu Yaten, Enpi & Hissatsu Gyoten which no longer breaks your combo).
    Technically speaking, these abilities give you more options to avoid risks than a machinist who only has sprint.
    (4)

  2. #182
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rithy255 View Post
    Ok so you just basically want no one to ever touch Black Mage because they bring zero utility and basically output the same total damage as the other two casters got it.

    If you gave black mage raise they'd also lose dps for using raise your argument makes no sense, it's less of a dps loss to cast raise then to let someone tank the floor, so casting raise (if your healers can't) is unironically a total dps gain.
    People will continue to play and bring BLM because it does 1% more damage than other jobs due to its lack of utility and people enjoy that job fantasy. My argument still makes sense because there are no mechanics that deaths are necessary. Every death is a mistake, so if you stop making mistakes, there would be no deaths. Doing less damage on top of the time and resources necessary to cast Raise on someone, which is already enough of a DPS loss, losing more on perfect runs means it would always feel bad to play that job in farm, because you would be better off bringing whatever other job without raise tax. The 3 slots of "melee/physical ranged/caster" don't have to be fulfilled. You would simply go 3 melee or 2 phys ranged instead or whatever other combination that doesn't include casters, and always be weighing down your team by playing caster. That's not fun or good balance.
    (0)

  3. #183
    Player
    Ferrinus's Avatar
    Join Date
    Jul 2017
    Posts
    283
    Character
    Ferrinus Prime
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Keiisuke View Post
    I disagree with this, SE gives you the tools to keep attacking while dodging this kind of pattern (if we go back to the SAM example, Hissatsu Yaten, Enpi & Hissatsu Gyoten which no longer breaks your combo).
    Technically speaking, these abilities give you more options to avoid risks than a machinist who only has sprint.
    Yeah but those tools are worse than just attacking normally. It's like when a black mage has to move - they've got plenty of swiftcasts and triplecasts and procs and things so as to not drop a GCD, but having to swiftcast a Fire IV or a Paradox to move right now rather than save that swiftcast for a Despair a couple GCDs down the line is a damage loss.

    What I'm saying is that more bosses need to be designed so that having to be in melee range is actually a disadvantage. Melee characters shouldn't trivially enjoy 100% uptime any more than casters should enjoy a 100% static position.
    (2)

  4. #184
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Ferrinus View Post
    Yeah but those tools are worse than just attacking normally. It's like when a black mage has to move - they've got plenty of swiftcasts and triplecasts and procs and things so as to not drop a GCD, but having to swiftcast a Fire IV or a Paradox to move right now rather than save that swiftcast for a Despair a couple GCDs down the line is a damage loss.

    What I'm saying is that more bosses need to be designed so that having to be in melee range is actually a disadvantage. Melee characters shouldn't trivially enjoy 100% uptime any more than casters should enjoy a 100% static position.
    Wherever the melee have to stack is where the group stacks, doesnt matter if its inside the boss or at max melee range. People dont stray too far unless mechanics demand it due to the fact that all heals are radial. You never stray far from your healers.
    (0)

  5. #185
    Player
    Ferrinus's Avatar
    Join Date
    Jul 2017
    Posts
    283
    Character
    Ferrinus Prime
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ivtrix View Post
    Wherever the melee have to stack is where the group stacks, doesnt matter if its inside the boss or at max melee range. People dont stray too far unless mechanics demand it due to the fact that all heals are radial. You never stray far from your healers.
    That's why boss hitboxes could get smaller, bosses could do more PBAoE or self-centered proximity blasts, etc. Striking at range should actually be an advantage, although it barely matters in the current raid tier (which SE has explicitly acknowledged, at least).
    (1)

  6. #186
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,686
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ferrinus View Post
    That's why boss hitboxes could get smaller, bosses could do more PBAoE or self-centered proximity blasts, etc. Striking at range should actually be an advantage, although it barely matters in the current raid tier (which SE has explicitly acknowledged, at least).
    If you're constantly forcing the melee players to disengage in this hypothetical, it becomes unfun for both them and tanks. Especially now with how job design is so incredibly rigid. Constant disengagement can completely throwing off your rotation. Proximity AoEs and whatnot aren't fun either because there's no way to greed them. You just die. I do think the hit boxes have gotten ridiculous but the whole fun of melee is finding the spots to greed. A bunch of mechanics that simply force you off the boss is the worst of both worlds.
    (2)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  7. #187
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ForteNightshade View Post
    If you're constantly forcing the melee players to disengage in this hypothetical, it becomes unfun for both them and tanks. Especially now with how job design is so incredibly rigid. Constant disengagement can completely throwing off your rotation. Proximity AoEs and whatnot aren't fun either because there's no way to greed them. You just die. I do think the hit boxes have gotten ridiculous but the whole fun of melee is finding the spots to greed. A bunch of mechanics that simply force you off the boss is the worst of both worlds.
    I agree, the fun comes from "Hey, I can greed this way".
    It was satisfying to find melee uptime in P3S for example.

    E8S was the complete opposite, forces you to disengage without any other options.
    It's not hard, it's just annoying and without depth.

    P1S shows that you can do in and out without forcing melees to disconnect.
    It was also fun to mix that in and out with multiple mechanics.
    (3)

  8. #188
    Player
    Ferrinus's Avatar
    Join Date
    Jul 2017
    Posts
    283
    Character
    Ferrinus Prime
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ForteNightshade View Post
    If you're constantly forcing the melee players to disengage in this hypothetical, it becomes unfun for both them and tanks. Especially now with how job design is so incredibly rigid. Constant disengagement can completely throwing off your rotation. Proximity AoEs and whatnot aren't fun either because there's no way to greed them. You just die. I do think the hit boxes have gotten ridiculous but the whole fun of melee is finding the spots to greed. A bunch of mechanics that simply force you off the boss is the worst of both worlds.
    Well, they gotta find a balance of some kind. I don't think making 100% melee uptime a baseline expectation is the way to go. Maybe bosses on which it's easy to give four players constant melee uptime but next to impossible to guarantee that to five or six players (so that MMRR maxes your damage but MMMR is a loss, at least to one of your tanks) is the way to go, but I wouldn't want to see ranged jobs just deal the same damage as melee jobs without additionally having to worry about staying near the boss.
    (0)

  9. #189
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Ferrinus View Post
    Well, they gotta find a balance of some kind. I don't think making 100% melee uptime a baseline expectation is the way to go. Maybe bosses on which it's easy to give four players constant melee uptime but next to impossible to guarantee that to five or six players (so that MMRR maxes your damage but MMMR is a loss, at least to one of your tanks) is the way to go, but I wouldn't want to see ranged jobs just deal the same damage as melee jobs without additionally having to worry about staying near the boss.
    Yeah, its easy to identify the issues but much harder to solve them. SE has been really clear in language in the past Liveletters and other media that their design intent is to be less frustrating to melee. Its obvious the pendulum has swung rather hard in that direction. Theres no need to allow it to swing back, then we are back to 0 in terms of design philosophy. I am sure they are paying attention to the feedback across the media channels they do listen to.

    It really depends where they draw the line. In the current way they design fights, theres no reason for ranged to really be behind at all. Even fights like P6S with good timing from a smart player, melee lose maybe 1 GCD max. It they return to a design where melee are inconvenienced by just being melee, then theres a stronger case for a disparity between ranged and melee.

    But yeah, solving the issue is difficult and theres a lot of different ways they could go. If I had any good ideas, id be sharing them not discussing the problem with anyone else.
    (2)

  10. #190
    Player
    Pyro2hell3's Avatar
    Join Date
    Jul 2015
    Posts
    138
    Character
    Lenneth Valk
    World
    Lamia
    Main Class
    Monk Lv 90
    mchs problem isn't even really damage taxes its that a selfish p range dps was a really really stupid idea
    (0)
    becoming my enemy would be unwise

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