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  1. #1
    Player
    Corrderio's Avatar
    Join Date
    Mar 2011
    Posts
    1,335
    Character
    Corrderio Arseid
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Reinheart View Post
    They probably not replying to it fully, hopefully YoshiP looking at it and has better answer for everyone.
    Hopefully, however I still feel like they're missing the point about how it's us taking damage and the current enmity algoritim that's the issue, not our DPS. Since if you fail to cancel out an Inferno Drop (Not sure if it's based on luck, timing, amount of damaged while the Ogre "readies" it, or something else) you're as good as dead. Since if someone uses Curaga they'll more than likely get the attention of the Ogre, which will cause more complications.
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    Last edited by Corrderio; 08-04-2011 at 03:49 AM.

  2. #2
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Corrderio View Post
    Hopefully, however I still feel like they're missing the point about how it's us taking damage and the current enmity algoritim that's the issue, not our DPS. Since if you fail to cancel out an Inferno Drop (Not sure if it's based on luck, timing, amount of damaged while the Ogre "readies" it) you're as good as dead. Since if someone uses Curaga they'll more than likely get the attention of the Ogre, which will cause more complications.
    Yah, good point Corrderio.

    In the case of Ogre, looking at it from the perspective of a Lancer, Pugilist or Marauder (Melee DoW), it's really about potentially poor Boss Design mixed with unfinished Class Re-Design.

    As that JP poster said, Melee are forced to fend for themselves sometimes. Inferno Drop being made into a multi-direction AOE attack is something that sounds cool in theory (i.e., a "classic Boss Move"), but seeing it in execution, Melee DoW get badly hurt by it.

    Of course some methods to counter that are trying to cancel / stun the Inferno Drop, or Melee running out of the way and running back in, or Melee having cross-Class skills to help mitigate some of the damage. Those are all viable, and help, but as you and the JP poster said, it doesn't balance it out if they're not timed right / get hit by one: It causes someone to have to use more Cures pull away from the fight.

    Hence, why Archer / Mages (Ranged Attacking) is more desirable.

    I think if part of Matsui's response is making it so Melee DoW do increased damage / have more interesting skills to help counter that situation, then it could be better (e.g., say, Pugilist gets significantly enhanced Evasion skills (that work better than what they have now), that could make it so they can stay "close" to AOE'ing Bosses better and deal fast damage); or Lancers have a restored Twisting Vice to better reduce Boss TP, "stun locking" the Boss, etc.).

    I've run through Dzemael with Melee DoW before, and it's possible, but it can be more inconveniet than using all Ranged. We'll see where 1.19, 1.20 go with this. I'm interested and hopeful.
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