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  1. #1
    Player
    Enforcer's Avatar
    Join Date
    Aug 2013
    Posts
    33
    Character
    Cid Sanitus
    World
    Adamantoise
    Main Class
    Lancer Lv 50

    Melee roles are being gimped in this game

    This is a fact. Melee roles have it way harder than the ranged roles in this game. Their DPS is substantially lower due to the fact that they have to move in and out of a fight so much without having the more constant or semi constant DPS that ranged characters do.

    This is a severe issue which is developing into everyone wanting to reroll a ranged dps instead. I'm seeing more and more people rolling Bards, Summoners and Black Mage because not only are they easier to play, they also put out more damage with less effort put into it.

    Right now, the only real reason to pick up a melee dps for a fight is their limit break, which i find to be sad.

    If this is a thing that is going to be an ongoing issue i am certainly not sticking to melee.

    Melee DPS roles are generally put into high risks when engaging in boss battles in this game, so they should also have a high reward, which unfortunately, is not the case.


    Any other thoughts on this?

    Quote Originally Posted by Truedragon View Post
    Melee: Positional requirements for maximum damage POTENTIAL. Often not met due to how boss fights end up.
    Ranged: No positional requirements. Can shoot/ cast from any distance, will always connect for same minimum damage at the very least.

    Melee: Unsafe, close target for bosses, either through AoE attacks or simple attacks from bosses. Giant knights never cleave bards but melees always get hit. Melees get hit by random boss attacks even if they don't have hate.
    Ranged: Safe from AoE that do not show red lines. Safe from AoE with red lines. Safe from virtually all ranged boss attacks. Bosses hardly ever target ranged (unless they steal hate).

    Melee: Succesfully avoided AoE but cannot attack boss due to minimum distance requirement. Downtime, resulting in lower Dps output.
    Ranged: Never stop attacking. No downtime. All attacks connect, even while running away, facing away from the boss.

    Melee: No support role, cannot do anything other than pure dps. More so for Monk than for Dragoon. At least Dragoon get to stun 3 times.
    Ranged: Support roles, can cast songs, dots, support heal, support LB.

    It is completely out of balance. If ranged jobs are supposed to be support jobs, they shouldn't be even remotely close to top dps.
    Quote Originally Posted by Sinth View Post
    DRG here, the problem comes down to a simple equation of risk vs. reward. Melee DPS are have higher risk in combat, and thus, should have higher reward. I see two possible solutions to this issue:
    1. Greatly increase melee damage output (currently I can spam skills till the cows come home and never steal hate).
    2. Greatly decrease ranged damage output (currently they have little risk with equal reward to melee).

    The problem is not with positioning, it is not with support abilities, it is simply DPS. Why bring a risky DPS vs a safe DPS if they both do the same damage (and the less risky DPS has support abilities as well)?

    Additionally, melee LB are not required for most fights. Contrarily, support / healer LBs are preferred in most end-game fights.

    Taken from a Reddit thread:
    I want to share my experiences and opinion regarding current endgame from a melee perspective, especially Dragoon. I have relic, i saw up to , and including, turn 4 of Coil of Bahamut and this is my analysis:
    Coil is a nightmare for melee. Seriously. Even though i really like raiding in general and like to tackle difficult bosses, it's just tedious for me , at least.
    As most of you know, Dragoons have to stay in the flank and behind of enemies to get the damage cycles going. With current class balances, in order to compete with all the other classes in damage, i have to perfectly play and use my cycles of damage, starting with my flank buff, into 2 bleeds, into backstab combo, into thrust combo, repeat as needed while shifting the combos if certain debuffs fall, etc. This is not difficult.
    What IS difficult, though, is when a boss has a small red circle and his mechanics require him to be constantly taunted by 2 switching tanks. This is a HUGE problem for dragoons. Why? Because i have to always be in the correct position and when a boss changes his direction and position, one of two things happens:
    1: My combo starter lands on his front instead of back, and is treated as a 100 potency attack, which means i have to reposition myself and try to land it again.
    2: Boss cleaves me while he's turning. Solution to this would be to back away while the tanks taunt switch, and so lose dps, while the other classes don't need to (monks excluded ofc)
    Mechanics in Coil require silences, which cause extreme imbalances in tanks and dps. Groups take 2 BRD and 2 PLD because all of them can silence a target on low cooldown. Excluding the fact that warriors are basically fucked in endgame as they get 2 shot by bosses, even if they have BiS gear, monks are unreliable silencers as they need opo opo stance for it.
    On top of everything? I feel useless. Easily replaced. Nothing "special". The only thing i am good at is Disembowel, which buffs the best class in the game: BRD.
    I don't hate the other classes. To be fair, i actually envy them. They have it easy and they have fun. I have to read debuffs on bosses, while positioning for combos, while making sure i don't cause raid-wiping tailswipes, while looking at red zones under tank/in proximity to tank, while making sure i don't get cleaved in a taunt switch, while doing less damage than casters/BRD/Monk. Does this seem fair?
    I just hope PvP is kind on melee.
    I want to raid, and it's fun in its twisted way, but at the same time i don't want to raid because the mechanics give me headaches.
    TL;DR: Dragoon headaches at endgame
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    Last edited by Enforcer; 09-25-2013 at 05:21 AM.