I mean arguably yes
If melee want the damage they do their uptime shouldn’t be so damn easy
Delete the huge amount of charges their closers have, make UF melee only and restrict NIN’s downtime capacity for its ninjutsu
Right now melee have all the upsides and none of the downsides
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
But where is the 'skill expression' for phys ranged players?
Let's imagine a mechanic that is tailor-made for the physical ranged experience. The boss drops an ice puddle at its feet that freezes anyone who touches it, the boss won't move out of it, and the edge of the puddle exceeds max melee range. Everyone then gets the 'keep moving or you freeze' debuff as well that lasts 35 seconds, and everyone has to dodge randomly baited AOEs with even some important far baits on top of it until the mechanic ends when the debuff wears off. It has what we want: challenging down time for melees, and casters to navigate, and the phys ranged player or two gets to have their moment, and run around far away from the boss, and press their buttons -- right? Right-?.. The physical ranged player didn't have to make any adjustments to their rotation in preparation for this mechanic. Everything just sorta happened around them, and then it was over. Maybe things got a little spooky with the randomness when being out at the edge of the arena for that important far bait, but things were just as spooky for everyone else. There were no job related challenges for the physical ranged player to overcome. They continue to just kind of exist. Where is the skill expression of not having to make any adjustments to how you play a physical ranged job while other jobs are forced into significantly more down time because fight design changed?
It's 8.4, and the player sentiment is still 'we just need more mechanics like Frozen Shithole for physical ranged to feel like they serve a purpose.'
This is a big thing, putting in enforced melee downtime to equalise the damage doesn’t really make physical ranged worth it as their own class because they still aren’t doing anything unique, it’s basically just altering melee to justify physical ranged existence
A mechanic like the bait on T7 that could not be ignored is something that actually works to make physical ranged feel worth it as a unique class but altering melee just to make phys ranged exist doesn’t really change the either problems it just forcibly equalises their damage to the benefit of nobody
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
The mechanic would play out the exact same if you put little colored dots on top of people's heads, number them 1 through 6 (or whatever), have them stand in the tower in order or else the party wipes, and have everyone else stand outside the tower in just the right spot, or they die. The only significant change you'd have to make is calibrating the damage to the person standing in the tower.
And at that point, it becomes clear that Mountain Fire is hardly a celebration of being a tank. Getting hit "real hard" is the bare minimum.
If the mechanic were actually celebrating the tank role, we might see that:
- Aggro and positioning matter: Instead of jumping around all over the place, the tanks could limit or outright halt Valigarmanda's movement. Remember how everyone complains about (new) tanks spinning bosses, making it difficult for the party to know where to stand? That's exactly how Mountain Fire plays out currently, just without any need for the tanks to do the spinning.
- Mitigations matter: No mitigation? Only the tiniest of slivers behind the tank is safe. 40% mitigation, or Passage of Arms? Maybe a comfy 90-degree arc behind the tank is safe. The "effort" the tank puts into "shielding" the party makes an actual difference to how comfy the mechanic is for everyone else.
I don't know, to be honest, and it would be remiss of me to say. I'm not offering a 'skill-based' interpretation but rather a 'feasibility-based' one. Everyone, under the right circumstances, should be able to aim for the top spot. That may not always be simultaneously possible. A fight with a lot of forced melee downtime will favor ranged. A fight with a lot of forced targetless downtime will favor burst (and PCT). So you adjust DPS numbers appropriately. Melee should be tuned higher under target dummy conditions, such that ranged pull ahead when there's a lot of challenging melee downtime. Consistent DPS should be tuned higher under target dummy conditions, so that when you have fights with multiple intermissions, burst pull ahead. That way no job is always on top. When you ignore these design considerations, you end up with PCT being a hard lock on all fights.
You've had some discussions already about job design approaches to Physical Ranged (walking casts, ranged positionals, more procs), and there are probably opportunities for fight-based design approaches that involve kiting (T7S Raynauds) or distance-based baits. I encourage you to collectively decide what forms of skill expression you want to see going forward. I'm just reinforcing the fact that Physical Ranged should not be treated as an inferior tier of Ranged DPS compared to 'Damage Casters'.
I'm saying that given PCT's overwhelming burst and the fact that it generates motifs without a target, PCT should be tuned to do less damage than BLM, MCH, RDM, and BRD on a target dummy. That way whenever you have fights with downtime, it will actually be more reasonably balanced. The devs can't be playing favorites like this. Hope that helps.
Ah yes. Melee should just stroll back to the boss after disconnects. Is that how you think melee is played, out of curiosity?
What disconnects? The whole point of the current balance problems is melee aren’t remotely challenged on thier uptime then get given DPS as if they are dropping dozens of GCD’s.
Melee uptime should be a direct result of planned downtime and tank positioning, not just having infinite dash charges that make it so you can just zip to the boss whenever you want. If you or the tank messes up you should do the walk of shame back to the boss, like a caster does when they cancel a cast
Melees have to have downsides and right now they don’t. PCT also doesn’t have downsides but that’s not the point I’m making if you wanna deflect to PCT for whatever reason
Last edited by Supersnow845; 10-21-2024 at 09:48 PM.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Ah, I keep forgetting that you don't participate in current raid content. I suppose if your standard is dungeons and 24p alliance raids, then perhaps, but the game isn't balanced around that sort of content.
If we're talking about movement tools, might I remind you that PCT probably has the most broken movement tool in the history of the game, with nearly 50% sprint uptime and a fixed distance dash on a 20s recast?
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