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  1. #11
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    It doesn't encourage 2/2/2/2 comp though, it encourages 2/2/4/0 or 2/2/3/1.
    (4)

  2. #12
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,738
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Exactly, if the game didn’t give the 1% we’d just be running 2/2/4/0 with 2 melee just disconnecting for a few seconds during spread mechanics since they would still contribute more damage than any caster that’s not BLM

    The entire physical ranged role is currently being held up by the 1% and the casters by rezz
    (5)

  3. #13
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    If you honestly believe a melee player would ever be willing to take turns with someone else for uptime just to allow a third melee slot, you've probably never played melee before. I'd sooner play chicken with a tank than disengage from the boss.
    (1)

  4. #14
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,738
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I’m not saying they’d like it, I was around for gorilla memes, but if the choice was doing that or brining the ranged players and just doing less damage statics and the like would force it by majority vote

    Not like they really need to do it anyway, there is almost nothing only galaxy sized hitboxes like P6 and P7 that can’t be solved with 8 melee anyway
    (2)

  5. #15
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I know that the experimental fight design of P7S sparked a lot of this discussion in a much earlier thread, but it seems a bit strange to use a fight that stopped being relevant a year ago as the basis for begging for additional dps. If your primary point is around DPS parity, there's a case to be made for that across all jobs, regardless of fight difficulty, as this is always variable. I don't think casts are a metric of gameplay difficulty, however, because otherwise we would be heralding 'one-button Broil' healer gameplay as the pinnacle of skill. Casts always come at the cost of APM, which in turn replaces the mechanical difficulty of the job with more strategic planning.

    Either way, I think you'll find that most melee players are in it specifically for the challenge, and would be happy to see more movement-intensive fight design with more average sized hitboxes and positionals. I don't really mind more experimental fights, but I think the standard design should be built specifically from the viewpoint of keeping tanks and melee challenged. Everything else follows out of interesting positioning and movement mechanics.
    (0)
    Last edited by Lyth; 02-29-2024 at 09:46 PM.

  6. #16
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,738
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I think you’ve got your wires crossed, I’m not arguing that casting is remotely indicative of skill, I’m saying that if your fight design in terms of the boss hitbox and the way the mechanics work isn’t going to challenge melee then there is no justification for them to do more damage arbitrarily, any boss who’s hitbox is at the size or larger than P1’s (so basically every boss in panda) doesn’t remotely challenge the melee, melees should either be challenged or not do more damage

    I don’t really mind which the actual melee playerbase prefers
    (7)

  7. #17
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    I'd love more reasons to use Six Sided Star, actually.
    (5)

  8. #18
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Yes but that doesn’t change the fact that melee aren’t supposed to just do more damage because, it was meant to be a compensation mechanism for downtime, they do 10% more damage but in exchange have 10% of the time when they can’t hit the boss

    Melee currently just do more damage completely arbitrarily while the casters/range/healers get left to the side feeling like glorified cheerleaders for the melee/BLM/tanks
    But it's not arbitrary, there is a reason for it, the devs are just lagging behind and forgot the current savage raid bosses are full uptime, but melee must always do more base damage, the problem is the encounters.
    I was using Aloalo as an example of a current modern duty that makes melee work for it and then some more, it really shows how quickly that melee advantage goes down the drain the second you are forced to stop dps with no uptime strats being possible or feasible for the average player.
    There is no sense going down the MELEE MAN BAD sentiment some people seem to be so full of lately if it's gonna lead us with the pendulum swinging the other way next expansion if we overcorrect, if we give all roles absolute parity and end up with more encounters like Aloalo then melee would become obsolete in an instant, and you would just watch all the FOTM rerollers swamp to your range jobs the millisecond this starts happening.
    I do want parity and I do want to work for uptime, but only after you're taken small hitbox bosses downtime into account for melee. I don't want this to become BLM/MCH/SMN: the game.
    (2)
    Last edited by ZiraZ; 03-01-2024 at 02:03 AM.

  9. #19
    Player
    Tizzy_Tormentor's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    630
    Character
    Tizzy Tormentor
    World
    Omega
    Main Class
    Machinist Lv 100
    I swear, every fucking boss in Endwalker teleports to a position to perform its mechanics, it happened in previous expansions, but off the top of my head, I cannot think of a single encounter where this doesn't happen in EW and its fucking annoying. It also makes positioning as a tank almost irrelevant because the boss just fucking moves immediately anyway.
    (11)

  10. #20
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,511
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Best thing with teleporting bosses is when they strafe right above your head and your cast (doesnt even need to have a cast time) just cancels. DENIED.

    Quote Originally Posted by Supersnow845 View Post
    Yes but that doesn’t change the fact that melee aren’t supposed to just do more damage because, it was meant to be a compensation mechanism for downtime, they do 10% more damage but in exchange have 10% of the time when they can’t hit the boss

    Melee currently just do more damage completely arbitrarily while the casters/range/healers get left to the side feeling like glorified cheerleaders for the melee/BLM/tanks
    Always have done so anyway, most savage fights used to be optimized to the bone already before EW even kicked in. People paid less attention to it because before shb rphys had other mandatory purposes, and casters were outputting as much as melees until recently.
    (9)

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