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  1. #1
    Player
    Amsai's Avatar
    Join Date
    Mar 2011
    Posts
    457
    Character
    Greedalox Blurflux
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by carraway View Post
    BRD has range requirements that already negatively affect its DPS ceiling.
    MNK has as high or a higher DPS ceiling than BLM, but a commensurately higher skill ceiling due to positional requirements.
    DRG admittedly needs some upward tuning; the devs have acknowledged that.

    Rather than rip out the fundamental system that encourages a higher level of player performance, there are better ways to go about balancing things.
    Really? Please enlighten us. Its easy to make statements like this, but I havent seen anyone come up with a good idea as to how to ballance the melee vs ranged problem. Believe me, I agree with the heart of what you are saying about creating choices and making players think on their feet and what not. Yeah I get it. Dont allow players to spam skills and zerg things to death with out restriction.

    However, I think the positional requirements are the wrong way to go about it. It wastes too much of your limited time in the big boss battles. Ifrit and Garuda are always jumping around all over the place, or there are other things going on in the battle that cause frequent disengaugement from the enemy. With things like this in place, positional requirements go beyond just a simple "frustrating" comment. It can completely destroy good dps from the melees, giving a huge advantage to ranged. Maybe after 2.0 when there isnt so much UI delay, dungeon lag, and lack of animation lock, it will work better. But as for now its bad enough melees have to put up with animation lock, and combo timers, and positional requirements; but what really sucks is dungeon lag slowing them down, and UI delay making you press actions 2-4 times before they actually go off.

    I am serious though, I would like to see good alternative suggestions that would help level the playing field on ranged vs melee. Maybe someone out there can think outside the box, and come up with somhing great. Cause Im all ears. And if not, then it gets back to having to endure it til 2.0, and hope the faster server response and lack of animation lock fixes the problem and makes it even out more. Or greatly reducing WS timers (keep combos, combos can stay). Also, at the very least get rid of stupid directional combos, like tanks attacking from back or side, and melee attacking from front........ /sigh.

    As to the person that was saying that positional requirements arent an issue if you have a good tank, GTFO. We all know that certain enemies (Moogles come to mind) do whatever they want regardless of if tank has hate, and there is a glitchyness to alot of Boss mobs that makes them shift or turn slightly for no reason. In my mind, if the tank has enmity, then the mob should ALWAYS be directly facing the tank. Unfortunately, this simply isnt the way it is. In a game where positioning is so important, you'd think they could get mobs to face the tank directly or at least to not slide sideways, and not implement retarded things like the way they did moogles.

    Full disclosure: I am only a tank, so the first part about ballancing melee vs ranged is fairly objective. I dont really have an agenda because I am neither a melee or a ranged dps player ever. I dont really care from a tanks point of view, but if I am honest, I have to call it as I see it. On the other hand, the other issues with moving/sliding/turning mobs really pisses me off as a tank.
    (2)

  2. #2
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Amsai View Post
    Really? Please enlighten us. Its easy to make statements like this, but I havent seen anyone come up with a good idea as to how to ballance the melee vs ranged problem. Believe me, I agree with the heart of what you are saying about creating choices and making players think on their feet and what not. Yeah I get it. Dont allow players to spam skills and zerg things to death with out restriction.
    There's entirely too many people that want to knock others thoughts and ideas and suggest nothing, it's kind of sad really, nay saying just for the sake of being negative.

    Quote Originally Posted by Amsai View Post
    However, I think the positional requirements are the wrong way to go about it. It wastes too much of your limited time in the big boss battles. Ifrit and Garuda are always jumping around all over the place, or there are other things going on in the battle that cause frequent disengaugement from the enemy. With things like this in place, positional requirements go beyond just a simple "frustrating" comment. It can completely destroy good dps from the melees, giving a huge advantage to ranged. Maybe after 2.0 when there isnt so much UI delay, dungeon lag, and lack of animation lock, it will work better. But as for now its bad enough melees have to put up with animation lock, and combo timers, and positional requirements; but what really sucks is dungeon lag slowing them down, and UI delay making you press actions 2-4 times before they actually go off.
    There are certainly some flaws in the positional thing, and having some jobs that can just stand in place and spam skills while others have to run wind sprints around a mob is obnoxious.

    I'm still of the opinion that TP gain adjustments(reductions) would be enough to cause people to limit their WS spam and focus more on TP managment, as it is what we do is literally move WS move WS move WS move WS the only part that requires any thought is ...... I can't think of it. That doesn't show skilled play it's crazy easy to run around in circles and w/ 10~15 seconds between WSs you can run from one side of the map to the other and back again and still get your combo in. Planning which WSs and when to use them to maximum effect is far more challenging than moving around. Reduced TP gain, Combos not negating TP costs but reducing them 50% maybe, Combos having more potent effects or maybe just increasing the potency of the current effects, dmg increases WSs rarely add more than a couple percent, make it more like 50%, of course to make it happen you'd have to get to first WS_TP + enough that you won't run down the timer before you get enough for the next attack if there's a 3rd you need to factor that in also.

    I'm not against WSs from positions to have greater effect, but having that as a requirement for combos seems a little weak.
    (1)

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