Other than the fact that having to build up that burst being part of the class identity, and turning it into a normal on demand burst like other jobs feels like we're losing something already, there is also the problem that current overheat is actually malleable enough to be used in different combinations with WF. In fact, you rarely use 3 heat blasts under WF since it will detonate it and you want the last hit to be something that hits hard in order to get an actual alpha burst out of it.
And then there is also adjustments that can come from the actual context, perhaps you're being stunned in the middle of it (happens all the time) and you need to adjust the burst sequence on the fly. Or maybe you're trying to pop it faster and you need to skip the last hit so you don't use the last heat blast in favor of scattergun to detonate immediately. Or perhaps you're trying to pull a full normal burst + LB immediately on top, but similarly you need to cut it short by one GCD to get it out faster and rely on the LB as the finishing hit instead.
That would kinda defeat that flexibility, but maybe it's a trade off that could work. Not sure I like how it would dumb down the job though, but maybe it's too complicated in comparison to many others.
Of course it's on purpose. I'm merely pointing out that the two biggest roles in the game are ranged DPS and the rest. This is also why they seem to be conscious of it and have their matchmaking try to even the spread between both teams, even though at times it fails spectacularly.
I agree on paper. In practice, it's skewed toward melees (and healers but those are another story in different facets of the game mode, which can make a general 3rd role on its own). The problem is not the range of melees, they have so many tools to get around it that it's basically a non issue. The crux of the matter is that melees have to take the brunt of everybody hitting them when they're fighting in the frontlines so naturally they need more survivability until they need to bail. That on its own, works more or less properly and they have to bail more often than ranged have to actually (unless the game is lopsided).
But that's only one case scenario, the other being the one I exposed above. The highest you get in ranks, especially past diamond and in crystal, melee DPS players are good enough to throw this paradigm upside down and their job overall value can be crushing, because they are good enough to work around melee limitations. Ranged players barely have that option, they're too immobile for this. If melees have decided that they want you dead, you're dead most of the time. This is what's lopsided.
Nobody said it's bad. I actually use it when I'm counting on my team mates to help, and it helps.
But believe me when I tell you that it won't save you from melees or RDMs that have it in for you, especially if there is more than one. You'll get deleted under 10s all the same, especially if you have to move and the turret prevents you to.
Not really. If you shoot, you're not sprinting, and thus they catch up to you. If you're sprinting anyway, they gap close to you, and can re-sprint. One of the things that also slow you down is the need to recuperate to prevent you from straight up dying, which cuts off your sprint as well, which is a double edged sword.
But yes I do believe that it would probably be tedious for melees, but you know what actually? That's a hot take but I don't care. Either that or raise our HP pools. We still don't have defensives anyway. Would also reduce the oneshot garbage from MNKs and whatnot.



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