There we go, issue resolved ^_^Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
Maybe it's not so much the Jobs that need adjustments (although they will continue to tweak them) but rather it is the Bosses and NMs that need to be more dynamic so that a party needs to be balanced to be successful.
For example: Imagine a Morbol with it's multiple tentacles.
Party needs:
1 Tank to keep the Boss under control (cuz it would 1-shot mages)
1 Healer to keep everyone alive (esp the tank)
1 Archer & 1 Nuker to disable the melee arms of the Morbol (which are attacking the tank).
2-3 DDs to disable the Ranged-attack Arms of the Morbol (which are attacking the nuker, archer and healer).
1-2 additional jobs/classes to take care of the "trash mobs" that spawn/respawn and/or extra heals.
I have not fought the Chimera yet but I thought it was gonna be something like this:
1 head controls the enmity ( the tank focuses on this head)
2nd head casts enfeebling magic on the tank/enmity holder (nukers/archers focus on this head)
3rd head casts/shoots ranged attacks on the nukers/archers/healers ( DDs focus on this head)
Chimeras Tail melee attacks/enfeebles the DD's/tank (extra DD's or extra tank focus on the tail).
I realize it's a a formula that could get stale but there would still be room for Unique Boss Traits/Spells that parties need to strategize against. I just like the idea of Multi-Part Bosses that need to be taken out in stages.
Papa was a rolling stone...wherever he laid his barbut was home.
Well, they could also start introducing party bonuses for having certain types of class/jobs in a party at the same time, a party wide buff. And, similiarly, a debuff of some nature when stacking more than say, 3 of one kind of class/job.
Now, that said, I could see in the future that becoming a problem. Like for instance when/if they ever include a syncronized spell, like they're doing in XI for Meteor..
And of course there's going to be the naysayers that say they're being forced to play a certain way, blah blah blah.
I'm so glad you have all the time in the world to cater to DoW/DoM. How about giving their tools, errr, I mean DoH/DoL players some love too. How many months will it take for you to give a one sentence response to alchemists? Really now...Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
I'm really sorry to hijack the thread, but enough is enough already... (please see http://forum.square-enix.com/ffxiv/t...-shard-revamps and pass our concerns on to the devs too).
Awesome.Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
Thanks a bunch, devs.![]()
Thanks for plugging our video buddy. For the record, we use melee dps on the all the fights. Going for clear = simple party tactics. But I must agree, that long ranged DDs need more risk. At least ifrit's eruptions made people aware.FFXIV 2.0 is an ambitious and big project that everyone hope in (i left my old FFXI - WoW friends for XIV) , it has to compete with upcoming major mmorpg... In a period while action mmo are becoming the standard... From the current game we get this:
http://www.youtube.com/watch?v=KB30O...710GL65NHoPqw=
I know that with 2.0 will bring us new engine and server. But Ifrit, or even the old batraal got better and more modern mechanics...
Or even old WoW vanilla fights are more dynamic and fun, this looks like an XI fight in HD.. An encounter anchored to the past that looks kinda boring and lame (10 mins of spamming action and magic in the same SAFE point.. Is this FUN for you? )
It was so hard to let sand trap, spawn random in the whole area..? Or to make pop the thunder cloud random on 1 member of the pt? so This didn't penalyze the ranged vs melee war? I don't think that 2.0 engine/servers were needed for this... *mumble mumble*
Same is with the Ant and Mistress... (Only Coincounter feels a bit more "fresh" )
When my friends saw the chimera fight video they laughed at me.. (they're on SW doing nightmare mode now, and i'm the only one still on XIV ) .. And the only thing that i could do was agree with them.. after i did so many hard fights with them (like Lich King HM first italian kill on WoW) chimera looks simply "old and boring"
So devs, can you assure us that 2.0 will bring us more fun, challenging and fresh encounter? At least at the same level that old and current mmorpg offers? Please?
Please don't write replies like go to play wow again, or SW, or anything "white knightish" , this is a serious thread, and i'd like to know what this comunities think about this. Thank you!
vii.guildwork.com
One word, incapacitations.
Make fights actually require them and make them part of the battle regimen system when they put it back in. If they planned it well, it could require certain class combinations and get rid of this stupid class stacking. Maybe you need a monk and an archer for the incap, or a drg and blm, or a mnk and drg... the point is if they made it require a combination of two jobs to incap a boss and that incap was actually beneficial, we would be forced to stop class stacking.
P.S.
They would have to make each incap obtainable with more than one class combination otherwise it would completely take away from the players choice of what classes to bring.
Balancement for melee, and more dynamic encounters (now we just need a confirm for regional servers ;P ). <3 That's what i wanted to see! Thanks Rukkirii <3Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
These delays ARE NOT about server location... its about server/client structure.. even japanese guys experience these delays..
i have played tons of games on korean servers... even with an action aiming combat like in TERA and didnt have these problems and delays like in FFXIV/FF11. (even when just selling items!)
why do you think SE speaks in 2.0. about better server and client structures heh?!
Last edited by Tonkra; 03-29-2012 at 06:45 PM.
Yes, the greater problem is server structures, but imagine when this got solved, jp ppl maybe will have 50 ms of latency and EU players 200-300 in the better of the cases... SO if they have pvp and fast encounters in mind, we NEED regional server too.These delays ARE NOT about server location... its about server/client structure.. even japanese guys experience these delays..
i have played tons of games on korean servers... even with an action aiming combat like in TERA and didnt have these problems and delays like in FFXIV/FF11. (even when just selling items!)
why do you think SE speaks in 2.0. about better server and client structures heh?!
Imagine pvp against a jp players... (and i'm not a pvp player) .. Or fight similiar to ifrit where jp are better than eu/usa ..
And lastly... a major SH like SE can't manage regional server, that even free2play can ? Uh? :/
Last edited by Dragonheart; 03-29-2012 at 08:22 PM.
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